Installing the add-on
Since MakeWalk is not part of the Blender distribution,it must first be copied to the folder that Blender keeps its add-ons. If you downloaded the add-on separately, decompress the rar file in the addon folder. If you got it with MakeHuman, copy the makewalk folder from MakeHuman’s tools/blender folder to the addons folder.
In Blender, enable the MakeWalk add-on from File > User Preferences. In the User Preferences window, MakeWalk is found under the Addons tab, in the MakeHuman category. Enable the checkbox in the upper-right corner, next to the running man symbol. Press Save User Settings to have MakeWalk loaded every time you restart Blender.
The MakeWalk panels appear in the tool shelf whenever an armature is the active object. Select the armature and press the Load And Retarget button.
In the file selector, select the .bvh file. We choose the file 90_04.bvh from the CMU database. It is a cartwheel animation.
After a short wait, the armature is doing gymnastics.
At frame 0 of the animation the armature has been placed in T-pose. This is not part of the originial .bvh file, but inserted by MakeWalk to calibrate the source armature (defined by the bvh file) and the target armature (the selected armature in the viewport) against each other.
MakeWalk works with most straightforward biped rigs with FK arms and legs, such as the Rigify meta-rig. There is also built-in support for some more complex rigs: the MHX advanced rig from MakeHuman, the MHX rig from MakeHuman alpha 7, and Rigify.
It is often possible to use MakeWalk with other complex rig, but in that case the automatic bone identification may fail. If so, a bone map must be defined manually, see Defining a Target Rig Manually.
Retargeting is a rather involved subject, and it can sometimes result in poor motion. The process may even fail completely, usually because MakeWalk failed to automatically identify the bones of a complex rig. If this should happen, see Errors and Corrective Actions.