Makehuman --> FBX --> UE4

Just to follow up on my previous post, and to keep things complete, if you just want to go straight from MH -> UE4, the process is super simple:

  1. From MH, set the rig to the UEngine rig.
  2. Set the pose to a standard T pose (note, this is not UE4 optimised, so the end result is not perfect at the moment).
  3. Export as ASCII FBX. Set the ‘scale units’ to centimeters since that is what UE4 uses.
  4. Import in UE4, allowing it to create a new skeleton. Again, you don’t need to update the skeleton or use T0 as the reference pose.
  5. Set up retargeting for Epic’s rig using the default options.
  6. Set up retargeting for MH’s rig as exported from MakeHuman. You’ll need to hit advanced in the bone section and get rid of the mappings for ball_r and ball_l, that isn’t working very well, in practice, not mapping the toes at all actually give better results than trying to retarget them.
  7. At this point you should be able to retarget Epic animations for the MH model.

And similar to the other workflow above, once you have a single copy of the MH rig set up for retargeting you can use it on as many imported MH models as you want. Just select that rig when importing the next character.

Hope this helps.