Faq:index

Summary

More often than not MakeHuman users will want to move their creation into another program to continue the creation process. This section provides information on how to achieve this for common target programs. The Background and Technical Consideratins section provides some background that are common to all workflows. It is not essential to read the introduction before going straight to the program of interest, but doing so might help you understand why certain steps work or are necessary. In many cases there can be more than one way to accomplish the same thing. The method described here may not be optimal for your situation, but it should help get you started.

New blender integration


One click import directly from MakeHuman


Convert to IK rig

This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are
some highlights.

Import directly from MakeHuman

In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance
and fetch all meshes (such as the body, hair clothes…), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).

The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier
to develop assets aimed at a specific body type.

Note that for the importer to work, you will have to go to the Community -> Socket tab in MakeHuman and enable «Accept connections». Otherwise MakeHuman won’t answer, and you will get an error in Blender.

IK and amputations

The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the «IK rig» functionality: By clicking a button you can get extra
IK controls, and IK chains set up for arms, legs and fingers.

Rigs can also be amputated in case detailed bones are not required.

All rigs currently available to MakeHuman are supported.

The Shortcuts tab

THe «Shortcuts» tab helps us to manage shortcuts in makehuman.
For your convinience shortcuts have been organised into 3 categories. The first category with the largest number of shrrtcuts available for configuration is the «Camera» category whose panel is located on the left hand side. THe other two categories are «Actions» and «Navigation». The «Action» panel helps us to alter shortcuts for actions such as undo and redo. The «Navigation» panel helps us to set shortcuts to quickly navigate between various frequently used tabs in Makehuman.

Managing of shortcuts is very easy inside makehuman. Just select the appropriate box with the current shortcut key andf type in thenew shortcut key/key combination. Makehuman will warn you if there are duplicates.

New blender integration


One click import directly from MakeHuman


Convert to IK rig

This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are
some highlights.

Import directly from MakeHuman

In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance
and fetch all meshes (such as the body, hair clothes…), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).

The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier
to develop assets aimed at a specific body type.

Note that for the importer to work, you will have to go to the Community -> Socket tab in MakeHuman and enable «Accept connections». Otherwise MakeHuman won’t answer, and you will get an error in Blender.

IK and amputations

The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the «IK rig» functionality: By clicking a button you can get extra
IK controls, and IK chains set up for arms, legs and fingers.

Rigs can also be amputated in case detailed bones are not required.

All rigs currently available to MakeHuman are supported.

Highlights

  • The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt
  • Third party assets can be downloaded from within MakeHuman with a simple point and click procedure
  • There is a completely new Blender integration, with support for socket transfers, IK and Kinect
  • There is a new randomization functionality for generating large sets of randomized characters
  • Improved internationalization support for non-ASCII characters (backported)
  • Plugins in user space
  • Plugins activation at runtime
  • Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions
  • Tags for models (with configurable tag count)
  • Show Name Tags instead of file names in the file loader.
  • Saving model as target
  • Real weight estimation
  • Configurable location for the home folder
  • MHX2 is bundled in the default installation
  • Save thumbnails directly from the internal render engine
  • There is a new installer for windows
  • There is a new PPA for ubuntu. This PPA also offers builds of plugins.
  • Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)
  • There is a new tool MakeSkin for creating materials

General

In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other’s files. You can find download links for 1.2.0 at the bottom of this page.

«MakeHuman Community 1.2.0» is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as a shared tool serving the larger community through integrated access to third party assets and extended functionality.

The following are the changes since version 1.1.1.

Upgrading

This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking «save model» in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.

For all other assets, things should work the same and look the same in both versions, using the same files.

Running from source

If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x.

The following are the minimum required dependency versions for MakeHuman Community 1.2.0:

  • Python: 3.6.4 or higher
  • PyQt: 5.10.0 or higher
  • NumPy: 1.13.0 or higher
  • PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x

Ubuntu

In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.

To enable it, run:

   sudo add-apt-repository ppa:makehuman-official/makehuman-community
   sudo apt-get update
   sudo apt-get install makehuman-community

Mint

The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)

   sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange

Технологии

MakeHuman разработан с использованием технологии 3D-морфинга . Начиная со стандартного (уникального) базового меша андрогинного человека, он может быть преобразован в большое количество персонажей (мужских и женских), смешивая их с помощью линейной интерполяции . Например, с учетом четырех основных целей морфинга (ребенок, подросток, молодой, старый) можно получить все промежуточные формы.

Интерполяция символов MakeHuman: 1-й, 3-й, 5-й и 7-й — цели , а остальные — промежуточные формы.

Используя эту технологию с большой базой данных морфинговых целей, практически возможно воспроизвести любого персонажа. Он использует очень простой графический интерфейс для доступа и легкой обработки сотен преобразований. Подход MakeHuman заключается в использовании ползунков с общими параметрами, такими как рост, вес, пол, этническая принадлежность и мускулистость. Чтобы сделать его доступным во всех основных операционных системах , начиная с 1.0 alpha 8, он разработан на Python с использованием OpenGL и Qt , с архитектурой, полностью реализованной с помощью плагинов .

Инструмент специально разработан для моделирования виртуальных 3D-моделей человека с простой и полной системой позы, которая включает имитацию мышечных движений. Интерфейс прост в использовании, с быстрым и интуитивно понятным доступом к многочисленным параметрам, необходимым для моделирования человеческого тела.

Разработка MakeHuman основана на детальном техническом и художественном исследовании морфологических характеристик человеческого тела. Работа посвящена морфингу с использованием линейной интерполяции как сдвига, так и вращения . С помощью этих двух методов, вместе с простым расчетом форм-фактора и алгоритмом расслабления сетки, можно достичь таких результатов, как моделирование мышечного движения, которое сопровождает вращение конечностей.

Технологии MakeHuman

MakeHuman разработан с использованием технологии 3D морфинга. Запускается со стандартным (уникальным) андрогинный человеком, который может быть преобразован в самых разнообразных персонажей (мужского и женского пола), смешивая их с линейной интерполяцией.Например, используя четыре основные цели морфинга (ребенок, подросток, молодой, старый) можно получить все промежуточные формы.Используя эту технологию, с большой базой данных морфинг целей, фактически возможно воспроизвести любой персонаж. Он использует очень простой графический интерфейс для доступа и легкой обработки сотни морфинг целей. Подход MakeHuman заключается в применении ползунков с общими параметрами, как рост, вес, пол, этническая принадлежность и мускулатуры. Для того, чтобы сделать его доступным на всех основных операционных систем, начиная с 1,0 альфа 8 он разработан в Python с использованием OpenGL и Qt, с архитектурой полностью реализованной с помощью плагинов.Инструмент разработан специально для моделирования виртуальных людей, с простой и полной системой поз, которая включает симуляцию мышечной движения. Итерфейс прост в использовании с быстрым и интуитивным доступом к многочисленным параметрам, требуемым при моделировании человеческой формы.Разработка MakeHuman происходит от подробного технического и художественного исследования морфологических характеристик человеческого тела. Работа с морфингом происходит при помощи линейной интерполяции, перемещения, и вращения. С помощью этих двух методов вместе с простым расчетом форм-фактора, можно достичь результатов, таких как моделирование мышечного движения, которое сопровождает вращение конечностей.

В версии 1.1.0 предлагается экспорт в:

  • Collada (dae);
  • Filmbox (fbx);
  • Wavefront obj;
  • Ogre3D;
  • Stereolithography;
  • Biovision Hierarchy BVH;
  • Lightmap;
  • UV map.

Bone Operations

Sync pose

In addition to MakeHuman running & accepting socket connections, the current model must have the Default, or Default No Toes skeleton selected. The skeleton running in Blender must match. If possible, you should use the same MH model that was used to do the export. The current pose and expression are transferred to Blender. If feet were exported on the ground, check the check just below. This will clear the location on the bone. Many of the poses have location changes to root, so either way some pose adjustment will be required. Expression transfers will all work fine, though.

Many expressions, e.g. Anger01, have location translation on locked bones. To allow this translation to occur ensure the checkbox remains unchecked. Allowing translation will result in poses which more closely resemble those in MakeHuman. There is one side effect, though. Clearing locations for these bones, Alt-G, will not work. Syncing again when MakeHuman’s expression is set to is one way to restore Alt-G.

Make Human With Trans Without Trans

Expression Transfer

New Library Active Library

This feature lets you move expressions to Blender, both stock and your custom expressions, without them being put on the export file (actually custom expressions are never on the export). Having the results being stored in a Pose Library also allows you to set to any of them whenever you wish, without using the MHX2 user interface, or requiring specific MHX2 overrides during import. This is specifically tested without overriding an MHX2 import at all. Collada format will also work assuming the skeleton imports correctly.

Behind the scenes is being called in a loop, so the same setup described above also applies here. Also, an active Pose Library must be present, in addition to the skeleton being selected, to allow the button to be enabled.

One quirk to creating a Pose Library, if you need to, is the element in the Outliner must be selected for the button to be enabled.

You can also specify an expression tag to filter by just like in MakeHuman. This has been not case sensitive.

Illustrating the Export Process for Subsequent Import

For the purposes of illustration we will take a straight forward MakeHuman character that has been given a skeleton, a pose, a skin material, clothing, eyes, eyelashes, eyebrows, hair, tongue and teeth. We will then export it for import into a number of popular downstream applications. For each application, our goal will be to get the character to look similar to its original look in MakeHuman. We will pay particular attention to the head and face because this is the area of greatest difficulty for dealing with transparency and shadows. The character has the default skeleton and has been set in the T-pose which is a common starting pose for animation-based work. The image we will be exporting looks like this in MakeHuman:

Figure 1. MakeHuman character as viewed from within MakeHuman prior to export.

In subsequent sections, we will discuss the steps needed to reproduce this look after importing into specific downstream programs.

Known issues

  • FBX skeleton will still misbehave
  • While most of the graphics card incompatibilities should now be fixed, there are still some (seldomly used) parts of the program that may cause problems with some intel cards.
  • There is no build for OSX
  • The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.
  • The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender’s homepage though. Users are recommended to not use ubuntu’s version of blender.
  • The new blender importer requires at least blender 2.79. It will not work with versions earlier than 2.79.

Эволюция на пути к универсальной модели топологии

Цель проекта заключается в разработке приложения, способного моделировать разнообразные человеческие формы в полном диапазоне природных поз с единой, универсальной сеткой. Команда MakeHuman разработала модель, которая сочетает в себе различные анатомические параметры с плавным переходом от ребенка до пожилого человека, от мужчины к женщине, и от полного к худому.Первоначальная сетка занимает золотую середину, будучи не мужчиной, ни женщиной, ни молодой, ни старой, и имеющей среднее мышечной состояние. Андрогинный вид, гомункула. С первого выпуска MakeHuman (2000) и первого выпуска makeHead (1999), задача в том, чтобы построить универсальную топологию, которая сохранит все эти возможности, но добавить возможность интерактивно настроить сетку для размещения анатомического разнообразия, которое можно найти среди населения людей. Первый прототип универсальной сетки (только головы) был сделан в 1999 году в makeHead скрипте, а затем адаптирован для раннего MakeHuman (2000). HM01, первая профессиональная модель, была реализована Энрикой Валенца в 2002 году. Вторая замечательная сетка (K-Mesh или HM02) моделировалась Кошик Пал в 2005 году. Третья сетка была смоделирована Мануэлем Бастьони как z-mesh или HM03. Благодаря опыту предыдущих версий, четвертая сетки была смоделирована Джанлукой Мирагол (ака Yashugan) в 2007 году (Y-Mesh или HM04). Пятая сетка была построена на предыдущей Джанлукой Мираголи и Мануэлем Бастьони (HM05). Шестая сетка также сделана Джанлукой Мираголи. В 2010 году был выпущен еще один вариант сетки (Волдемэром Пересом младшим, Андре Ришаром, Мануэлем Бастьони). Последняя сетка, выпущенная в 2013 году, была смоделирована Мануэлем Бастьони.

Highlights

  • The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt
  • Third party assets can be downloaded from within MakeHuman with a simple point and click procedure
  • There is a completely new Blender integration, with support for socket transfers, IK and Kinect
  • There is a new randomization functionality for generating large sets of randomized characters
  • Improved internationalization support for non-ASCII characters (backported)
  • Plugins in user space
  • Plugins activation at runtime
  • Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions
  • Tags for models (with configurable tag count)
  • Show Name Tags instead of file names in the file loader.
  • Saving model as target
  • Real weight estimation
  • Configurable location for the home folder
  • MHX2 is bundled in the default installation
  • Save thumbnails directly from the internal render engine
  • There is a new installer for windows
  • There is a new PPA for ubuntu. This PPA also offers builds of plugins.
  • Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)
  • There is a new tool MakeSkin for creating materials

New blender integration


One click import directly from MakeHuman


Convert to IK rig

This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are
some highlights.

Import directly from MakeHuman

In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance
and fetch all meshes (such as the body, hair clothes…), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).

The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier
to develop assets aimed at a specific body type.

Note that for the importer to work, you will have to go to the Community -> Socket tab in MakeHuman and enable «Accept connections». Otherwise MakeHuman won’t answer, and you will get an error in Blender.

IK and amputations

The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the «IK rig» functionality: By clicking a button you can get extra
IK controls, and IK chains set up for arms, legs and fingers.

Rigs can also be amputated in case detailed bones are not required.

All rigs currently available to MakeHuman are supported.

Setting up the environment on Linux

Running from source on Linux is generally trivial since all the dependencies are available via the package management.

If you are not using a debian derivate, you will need to figure out that the dependencies are called on your platform. You will probably want at least:

  • python 2.7
  • python-numpy
  • python-opengl
  • qt4
  • python-qt4
  • python-qt4-gl

For example on ubuntu:

 sudo apt-get install python-numpy python-opengl python-qt4 python-qt4-gl

Usually it is not necessary to install python, since most Linux distributions have python preinstalled. Currently MakeHuman depends on python2.7 (a port to python3 has been started). In the future python2 might not be pre-installed anymore, so make sure python2 is on your system:

 python2 --version

The mercurial client is also available in most linux distributions. In ubuntu it’s called «mercurial». For example:

 sudo apt-get install mercurial

To get a source snapshot from bitbucket run:

Highlights

  • The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt
  • Third party assets can be downloaded from within MakeHuman with a simple point and click procedure
  • There is a completely new Blender integration, with support for socket transfers, IK and Kinect
  • There is a new randomization functionality for generating large sets of randomized characters
  • Improved internationalization support for non-ASCII characters (backported)
  • Plugins in user space
  • Plugins activation at runtime
  • Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions
  • Tags for models (with configurable tag count)
  • Show Name Tags instead of file names in the file loader.
  • Saving model as target
  • Real weight estimation
  • Configurable location for the home folder
  • MHX2 is bundled in the default installation
  • Save thumbnails directly from the internal render engine
  • There is a new installer for windows
  • There is a new PPA for ubuntu. This PPA also offers builds of plugins.
  • Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)

New blender integration


One click import directly from MakeHuman


Convert to IK rig

This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are
some highlights.

Import directly from MakeHuman

In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance
and fetch all meshes (such as the body, hair clothes…), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).

The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier
to develop assets aimed at a specific body type.

Note that for the importer to work, you will have to go to the Community -> Socket tab in MakeHuman and enable «Accept connections». Otherwise MakeHuman won’t answer, and you will get an error in Blender.

IK and amputations

The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the «IK rig» functionality: By clicking a button you can get extra
IK controls, and IK chains set up for arms, legs and fingers.

Rigs can also be amputated in case detailed bones are not required.

All rigs currently available to MakeHuman are supported.

Changes since alpha 4

  • MAKESKIN: A new tool for creating MakeHuman materials is now bundled.
  • CORE: A few minor bugs were corrected.
  • FBX: A minor issue with triangles was fixed
  • WINDOWS: There is a new build pipeline and dependencies have been upgraded to the latest (within a few months anyway) versions
  • MAKECLOTHES: MakeClothes 1 is now considered deprecated in favor of MakeClothes 2. MC1 is thus no longer bundled with the release.
  • MAKETARGET: MakeTarget 1 is now considered deprecated in favor of MakeTarget 2. MT1 is thus no longer bundled with the release.

Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes…) we’re not listing these changes here. See the commit log in the respective git repositories instead:

Создание персонажа с помощью MakeHuman

Опубликованно: 27.11.2017, 16:08
Последняя редакция, Andry: 29.11.2017 5:49

Если вы еще не установили SDK jMonkeyEngine3 то сделайте это, запустите среду IDE, и создайте JME3 проект.
Установите приложения MakeHuman и Blender, и инструменты MakeHuman Blender.
Загрузите последнюю стабильную версию приложения MakeHuman с www.makehuman.org

Загрузите последние стабильные инструменты MakeHuman Blender с www.makehuman.org

Загрузите соответствующую (не обязательно последнюю) версию приложения Blender с www.blender.org

Установите приложение MakeHuman как указанно в описании установки MakeHuman

Установите приложение Blender.
Разархивируйте плагин импорта инструментов MakeHuman в папку скриптов Blender. На машинах с Windows 7 это включает распаковку архива в
C:\Program Files\Blender Foundation\Blender\\scripts\addons

Запустите приложение Blender, откройте редактор Параметры Blender(Blender User Preferences), активируйте вкладку Дополнения(Addons) и установите флажок для
MakeHuman: Import-Runtime: MakeHuman Exchange 2 (.mhx2)
Нажмите кнопку (Save User Preferences).
Разархивируйте плагин экспорта инструментов MakeHuman в папку плагинов MakeHuman.

Создание файла .mhx2, содержащего фигуру человека.
Запустите приложение MakeHuman.
На вкладке Settings(Настройки) вы можете переключится на Русский язык.
Настройте фигуру человека, используя вкладки Моделирование, Геометрии и Материалы.
На вкладке Поза / Анимировать выберите нужный скелет для анимации, если это необходимо.
На вкладке Файлы выберите вкладку Сохранить

Обратите внимание, что есть две кнопки Сохранить: одна в окне Сохранить как(в виде ), с помощью которой просто задаётся название и путь, и другая в главном окне. Файл .mhm не записывается, пока вы не нажмете вторую кнопку .
Сохраните файл (если вам может понадобится внести в него изменения позже).
На вкладке Файлы выберите вкладку Экспорт.
Выберите пункт MakeHuman Exchange (mhx2) в качестве формата экспорта.
Экспортируйте файл

Тут так же как и с сохранением есть две кнопки , которая просто задает путь, и есть кнопка . Файл .mhx2 не записывается, пока вы не нажмете кнопку в главном окне.
Теперь вы можете закрыть приложение MakeHuman.

Преобразование файла .mhx2 в файл .blend:
Запустите приложение Blender и удалите исходный куб.
На панели инструментов редактора Информация выберите Файл ▸ Импорт ▸ MakeHuman (.mhx2)…

В открывшемся окне выберите ваш файл .mhx2 и нажмите кнопку .
После завершения импорта вы можете просмотреть и отредактировать модель с помощью редактора 3D Вида.
Далее на панели инструментов редактора Информация выберите Файл ▸ Сохранить как…

В открывшемся окне выберите путь в папке assets/Models вашего JME3 проекта.
Кликните по кнопке и файл будет сохранён.
Теперь вы можете закрыть приложение Blender.

Преобразование файла .blend в файл .j3o:
Запустите IDE jMonkeyEngine3.(У меня в IDE jMonkeyEngine3 для версии 3.1 зависало при конвертировании но прекрасно конвертировалось в jMonkeyBuilder)
Откройте проект JME3.
В узле Project Assets вашего проекта откройте папку Models.
Щелкните файл .blend и выберите Convert to j3o binary.

Смотрите так же:

  • MakeHuman
  • MakeHuman Blender OgreXML Набор инструментов для создания и импорта анимированных персонажей человека

Переведено для jmonkeyengine.ru, оригинал. 
Автор перевода: Andry

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