Return to Bugs, problems and requests. Remove all traces of prior versions of makehuman on your system For testing reasons, please uninstall all existing. Download MakeHuman Alpha 3b. Create your own 3D human models. MakeHuman is a 3D modeling program for human figures that doesn't require any. MakeHuman alpha Alexandre Prokoudine time 4. Dec, comments No Comments. An update to MakeHuman, a free application for parametric 3D.

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The Pose Mode screen will then allow you to select individual joints and adjust the settings approriate to that joint. I have the 1. To enter the 'Pose' view, you will be able to select the 'Pose' icon from the toolbar. Head - a large number of individual muscle groups on the face can be selected. Editorial Note: Rotating the Figure:

MakeHuman free. Download fast the latest version of MakeHuman: This is a tool you can have for modeling in 3D. MakeHuman. alpha 15º of 17 in 3D. Some boring information; I work with: windows XP, - MH Alpha - Blender r - MHX Importer Ver. - MHX Mocap Ver. MakeHumanŠ - - Pre-Alpha User's Guide .. features and their useability via the MakeHuman community forums. .. The Pose View. To enter the ' Pose' view, you will be able to select the 'Pose' icon from the toolbar.

Makehuman team. V-REP Player. Now, you will have the reproduction of robot in 3D. What are you waiting for? Enjoy it! Create your own animated stories in 3D with images from your picture library.

Get more from your images. Blender Portable. Windows 3D design and modeling MakeHuman. Download free Safe download This is a tool you can have for modeling in 3D. These base classes implement a nested heirarchical structure for the objects that go to make up the scene that is shown to the user. For example, a FaceGroup object contains groups of mesh face objects as defined by the Face class.

An Object3D object contains all of the FaceGroup objects that go to make up a particular discrete object, such as the eyeball or the head. The Scene3D object contains all of the Object3D objects that go to make up the entire scene. This module will support integration with functions to handle most common 3D file formats. This includes functions to transpose imported 3D data into a files3d. It also includes generic transformation utilities such as the dataTo3Dobject function which takes an object defined in the standard internal format and makes it visible to the user.

These include morphing for anatomical variations and pose deformations, collision deformations, etc. This module also contains a number of functions used during the development cycle to test and to visualize the mesh. These are mostly the vector and matrix operations core to any 3D application.

These functions provide simple higher level functionality to other functions, such as the 3D algorithms in algos3d. This functionality connects through to the various external rendering applications supported by MakeHuman.

This functionality supports the loading of texture and morph target files. This technique introduces two HalfEdges for each edge, each with opposing orientations aligned along the length of the edge. The module provides high-level functions to developers to support. These functions are particularly useful with the type of surface mesh used by MakeHuman where no more than two polygons should share an edge.

Subdivision can be performed before exporting or rendering the model to smooth the mesh and improve the appearance of the finished image.

MakeHuman 1.0 alpha 5.1

A Python Utility in the 'utils' directory that saves a human figure in a blender compatible object file. A Python Utility in the 'utils' directory that saves MakeHuman vertex colour information in a blender compatible format. POV-Ray is a Raytracing application a renderer that is free to download and use.

The MakeHuman Developers Guide at http: Plugins Each of the different application modes, along with the export and rendering functions to integrate with different renderers are coded as plugins and can serve as an example to plugin developers to illustrate how extra plugins can be implemented.

Further information about how to develop plugins to work with MakeHuman can be found on the Plugin Development section of the MakeHuman Developers Guide at http: There are plugins under development for extended characters based upon alternative meshes, for example a 'toon' mesh for cartoon-like characters with exagerated features.

It is also possible to envisage plugins to support the modelling of other types of creature. The Wiki version of this page at http: The Mesh The principal aim of the MakeHuman project is to develop an Open Source application capable of realistically modelling a very wide variety of human anatomical forms in the full range of natural human poses from a single, universal mesh.


Central to this is the design of a 3D humanoid mesh that can readily be parametrically manipulated and deformed to represent alternative anatomical characteristics while retaining and respecting a common structural skeleton that permits poses and the corresponding deformations to also be parametrically manipulated. This objective has been pursued to afford the artist the maximum degree of experimental freedom when using the software. It frees the artist from the artificial constraints that are inherent to a model that has pre-established gender or age.

By pursuing this aim the MakeHuman Team have developed a model that can combine different anatomical parameters to transition smoothly from the infant to the elderly, from man to woman and from fat to slim. The vast wealth of potential combinations provides the artist with an extraordinarily broad range of possibilities for artistic expression but presents many interesting problems to the development team. In particular it adds to the classical problems of 3D modelling number of polygons, square or triangular faces, etc.

By contrast, most modellers only have to produce a single model that can be created and adapted for a single project.


The current MakeHuman mesh has evolved through successive iterations of the MakeHuman project, incorporating lessons learned, community feedback and the results of considerable amounts of study and experimentation. No generic mesh is perfect and this mesh has inevitably been subject to some compromise and will undoubtedly continue to be refined in future releases.

Nevertheless, the current mesh represents a remarkable achievement and is a great source of pride for the MakeHuman team. The current iteration, known as the 'Zmesh' comprises a state of the art universal humanoid model. A paper describing the characteristics and capabilities of the mesh along with a brief history and discussions about potential future enhancements can be found on the MakeHuman Wiki at http: Most Copyright law is oriented heavily towards protecting commercial interests, so using this law to give you rights while protecting you from rights acquired by others is a delicate balancing act.

The intention of the MakeHuman team is to license the reuse of its Copyright materials, free or charge, both commercially and non-commercially. Standard time-tested licenses have been used to attempt to bring clarity to this complex legal issue.

The MakeHuman Mesh licensing paragraph below has been particularly delicately worded so as to try to afford you extensive and wide ranging authority over creative works that you produce while attempting to avoid that the use of MakeHuman by others places unnecessary resrtictions upon you.

MakeHuman uses a standardised mesh topology which is deformed using standard deformation algorithms morph targets. Files exported by different artists therefore often bear a great many similarities. It is the intention of the MakeHuman team that you should be able to copyright your own, sufficiently unique or distinct artistic works, without overly constraining other MakeHuman users who will be using very similar meshes.

Source code for both released versions of the MakeHuman application and for versions currently under development is also governed by the terms of the GNU General Public License as published by the Free Software Foundation.

From time to time the MakeHuman Team may release other application code in various forms. Meshes generated or converted using any such tools are covered by the Mesh licensing statements below. This mesh was developed in a number of successive iterations see The Humanoid Mesh over a number of years to support a diverse range of physiological variants and pose-based deformations. The application uses a mesh with a standard topology how the vertices, edges and faces relate to one another , which is manipulated by applying standard morph targets mesh deformations.

The specific data files used to define and deform the mesh, distributed with the MakeHuman application are covered by the terms of the GNU General Public License 3.

You are the Copyright holder of changes that you have made. You do not acquire exclusive Copyright over the topology or positional information constituting the base mesh, so others can, in perpetuity also create works derived from the topology and positional information constituting the base mesh and the morph target data used to deform the base MakeHuman mesh.

Note that you may be able to establish copyright over works that you produce using the MakeHuman application if your work is sufficiently unique or distinct.

The definition of how unique and distinct a work needs to be to be copyrightable is jurisdiction dependant and can vary over time as legal systems evolve and adapt to new legal challenges. You own any 2D images that you create using exported MakeHuman mesh data and any copyright that applicable law affords you over those materials. Note that the definitioin of how unique and distinct a work needs to be to be copyrightable is jurisdiction dependant and can vary over time as legal systems evolve and adapt to new legal challenges.

Note that certain names and terms are individually copyrighted or are trademarks, so separate restrictions on the use of those names or terms may exist. For example, this authorisation does not entitle you to produce documents claiming to be the MakeHuman Team or claiming to produce an application called MakeHuman.

Any licensing statements within individual documents take precedence over this licensing statement. To fix this there are two references, one in each of the generated 'pov' and 'inc' files to 'tga "texture. These need changing to 'tiff "texture. The Persistence of Vision Raytracer is a popular and freely available rendering application capable of generating stunning images and animations.

You can see some of the images that it is able to generate and you can download the software from http: The application is well supported on the newsgroups at http: The application renders images from text files that describe the scene using a markup language called the Scene Description Language SDL. This option also exports a pigment map and generates a sample 'scene' file that contains a series of examples illustrating how to use the model.

The file contains arrays of coordinates and normals plus a set of macros to generate objects from those arrays, along with other useful settings and utilities. These may be the only parts of the generated file that you need to use and they enable you to add your generated humanoid figure to your scene using the following two lines of SDL:.

You'll usually use a mesh2 object generated using a parameter of 0, but you can also generate extra mesh2 objects that are very slightly smaller or very slightly larger by specify small displacements usually about 0.


Subsurfaces generated in this way can be used to support a form of sub-surface scattering see below. Data Arrays The include file contains various macros and variables that you may find useful. These are listed in sets of 3 with one value for each of the 3 vertices of each triangular face and look a bit like a vector except that the values are all integers. These both align with the mesh2 object and can be used in isolation or in more or less any combination to highlight the vertices or edges. They can also be used as an object pigment to simply 'draw' the triangular mesh structure on the surface of the mesh2 object.

These are used as the default settings in the sample scene file that is generated so that the image you get by just rendering the sample scene file can readily be compared with the object as it appears in MakeHuman.

The texture will differ and the raytraced image will include shadows that will be missing in the MakeHuman image. Variables A set of variables is defined at the top of the include file that you may find useful when using the generated object in your scene. These variables include camera settings as defined in MakeHuman at the moment the file was generated: Variables are also provided which describe the position and size of the humanoid object.

The generated object is centred at the origin. It can be scaled, translated and rotated as required. For example:. The Generated Scene File The scene file generated by the export option is purely there to serve as an example. In fact it contains more than one example, illustrating a number of different ways that the 'include' file can be used.

At the top of the file there is a variable declaration for the variable 'Example'. You can edit this to render whichever example you want: The image on the left shows the POV-Ray render.

The image on the right shows the MakeHuman screen. The sphere and cylinder objects can be used on their own or to add a mesh texture to the mesh2 object. The SDL used in the generated include file also serves to illustrate how easily the vertex array can be used for generating objects that follow the surface of the mesh.

In this example, three mesh2 objects are generated of a very slightly different size that are overlayed to provide sub-surfaces.


The outer surfaces are made translucent and experimental textures are applied to scatter light between those surfaces. This solution for simulating Sub-Surface Scattering SSS is not perfect and can be difficult to light in a manner that generates the desired effect, but it is provided to encourage folk to experiment and to allow people to play with some more advanced textures.

baikaltour.info • View topic - MakeHuman -> Blender Import Error

This technique is described further on the Wiki at http: Texture Maps An image map is provided which corresponds to uv-coordinates that are mapped to the mesh2 humanoid object. You can define your own texture directly if you wish and have the option to incorporate the image map in that texture definition. The following example incorporates the image map without adding a normal or finish block:. Animation At present the MakeHuman application does not provide animation features, so the only available option is to create individual frames and export each frame separately.

This can of course be tedious for long animations, but may still be viable for creating animation loops of a few seconds per cycle. Some boring information; I work with: I have import MHX with proxy enable and I have made a comparison between my character and the others ones that I found on internet.

I think that it's wrong, because the human has no clothes and the armature is malformed. If I disable the proxy I obtain another wrong one see the following figure. Traceback most recent call last: File "E: Did not recognize target armature location: Last but not least question: Thank you so much!!

Have a nice day. That would solve this particular problem, and won't hurt if the problem was actually caused by something else. Also make sure you're not trying to import an old character which was exported with an earlier version of MH seeming you're testing with a vanilla figure here I doubt that's what you're doing though, just pointing it out.

I have the 1. Or no? So probably the problem is in Blender's import? I also try the linux version, but the error remain the same. I am also using Blender 2.