I use a make human model for my Bullet Physics Demo.
Export .dae from make human with out a skeleton.
Open the dae file with Fragmotion and create a custom skeleton.
Then use the auto assign vertices tool and tweak with the paint vertex weights tool.
If you already have animations for your model open that model with Fragmotion and export the animations
as a (bio visions file).bvh, then use the merge animation tool to marry it to your custom skeleton model.
It does not matter that the animation in the bvh file has a different number of bones it will work.
Here is a model with a 53 bone skeleton that I created in Fragmotion. The hands have all the bones.
I recently helped the author of Fragmotion to fix some bugs when exporting to .x and .dbo formats and it works great.
He has not released these fixes as an update yet, so I am working with a custom version of Fragmotion.
This is Make Human Model in DBPro, notice the transparency of the hair and eyebrows without a shader.
It works because of the fixes made to Fragmotion that allow me to export the groups of the make human model as limbs
to DBPro. He will be releasing this fix soon.
The most important fix that he made was for exporting animation. DBPro needs the animation to be position and rotation(quaternion's) keys not
matrix keys. When using position and rotation keys you do not need a key for every frame of animation, DBpro can interpolate the in between frames
especially when using a bone animation shader. If you use matrix keys you will need one for every frame of animation which makes the file very large.
DBPro cannot interpolate between matrix keys without hitting gimbal lock which will cause the model to scale during animation.
WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.