MakeHuman 1.0.0 released!!
ProPose
Posts: 527
For those that are interested.....
its available at http://makehuman.org/blog
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For those that are interested.....
its available at http://makehuman.org/blog
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Comments
For sure that I am interested!
Thank you!
Wow. Really? This is really cool!
Definitely going to have to check this out more... Cool.
AWESOME. Thank you so much for bringing this to our attention.
Test .obj, quads, loaded in Hexagon no problems ... yes!!!!
thx, I must look into it again
know the previous ones imported rigged into carrara
is good for shareable stuff!
I tried it when I first tried to make prehistoric people. Wasn't bad for doing some basic morph work, but was still all big step sliders to me and symmetry didn't work well for facial morphingr eg one morph would be to the left to increase, and another morph slider would be the opposite (yellow/orange) drove me nuts.. I didn't know about Hexagon then. Jumped into DS then to Carrara. Never looked back. But it's a good intro programme!
Will have to have a look...thanks for the post.
:wow: SileneUK
Yeah, I don't even recall it being a program when I first tried it... just some test mesh models. That was a while ago. Like Silene, I dove into Carrara, working with M4 and V4 and never looked back. Carrara totally stole me away... and now when I try animating in Poser or DS, I get a headache and go back into my beloved Carrara!
I do need to get this thing and read more about it. You say you can make sharable rigs with this, Wendy? I'll have to read more into all of what this is about. I commend them BIG TIME for what it is now... looks really cool!
a carrara quickie
my carrara file
I did a makehuman Jaderail
no Daz mesh or textures
makehuman mesh modified attached to skeleton and painted with 3D paint in Carrara
I animated it in iClone
can make game ready figures maybe, prob not poor Jaderail though
bottom
made hair from MHmesh below duplicating strands in vertex room keeping UV mapping
That's really cool, Wendy!
Wow, thanks for letting us know. I just downloaded it and tried it out.
A while back I decided to make my own base meshes that could be used for characters. In the pic, the one on the left is the one I made. It took me a long time, and even then the fingers and face still do not have detail. The one on the right is from Makehuman. I did it in about 15 minutes, immediately after download. You can see the detail in the face and hands. I haven't even had a chance to look at the instructions or the other features.
Can't wait to see what can be done after reading the instructions.
What a time saver!
Thanks again.
Absolutely.
But look at what you've done! I hope you're proud of yourself. What a great side-by-side.
Your model looks fantastic!
I agree, though. As much as I love modeling, I didn't really get into this to slave my hours away making each character myself. I want to do all sorts of cool things, perhaps even make my own person one day, but I'd much rather be animating.
So MakeHuman doesn't actually have a rigging option, eh? I wonder how easy it is to get all the fingers right with weight maps and such. I do love Genesis 2 Males and females. But this looks like a great new tool - one not to be ignored.
I'm sure I'll be diving in soon.
One thing I'd like to mention:
I am not a rich person - or even close. But when I see Open Source stuff like this, and I really like it, I often go back and look for a donation button. Even if I can't contribute much at the time, I still like to send them something. After all, every little bit can make the difference between continuing and dropping further development. Just wanted to put in my two cents on that, as I know how dedicated these teams can be. Any motivation regarding folks thanking them for their work can really inspire heights of excellence.
it inports fully rigged for me
you have to add a skeleton choice in it
under animation
save a file location and export FBX
Thanks - I got it loaded fully rigged too.
@Wendy or PhilW - could you tell how you managed to get it to export rigged? Worked for me in previous versions, but not this one. When i select the mesh format under export - be it dae, fbx or obj, then any of the rigging or map formats, the mesh format deselects. So it comes in unrigged, without mats, at any format. I reported it to MH, and the answer from the developer was that this is a problem and it is basically intended for Blender.
I can export the bvh skeleton separately, but trying to get that onto the mesh in Carrara is a real pain.
add the skeleton first then export
you cannot have it selected for export and go back to editing without re-exporting
Thanks, Wendy - got that part to work:)
After a bit of poking around in the MH forum, I discovered that the problem with the textures was that it doesn't export textures unless you keep it at the default decimeters - I work in centimeters so unknowingly changed it. Got that sorted too.
Couple more observations -
The dae import gives the figure and the rigging, but I can't find any way of attaching the rig. The fbx import has the rigging attached, but it can't be sent back to the reference position.
Best way I found was to import the obj and the bvh rig, scale up the rig 395% and attach. Needs some weightmapping.
Interesting figure, because you can custom-make it without too much trouble, but I don't think Daz has too much to be worried about competition-wise!
It was made before this release and I haven't used it so ? how helpful it might be in Carrara but Ghastly has a rigged MH figure that will load in D/S ... over in his Sharecg.com gallery.
I certainly didn't do anything clever - I just added the skeleton, and then exported using FBX as far as I can remember.
I agree that DAZ probably doesn't have anything to worry about!
I certainly didn't do anything clever - I just added the skeleton, and then exported using FBX as far as I can remember.
I agree that DAZ probably doesn't have anything to worry about!Sweet! Maybe I'll try this out today. I have a lot on my plate, and a lot of it includes outdoors work since it's warm and sunny for a change! :ahhh:
I think that the fact that it's not going to tromp all over DAZ 3D is part of it's charm. Looks like you can make some excellent people, quickly.
DAZ figures rigging is very, very good, in my opinion as a person wanting to do nothing more than animate, animate, and then perhaps render a few animations. They have also always had great morphs through each generation - each generation getting (opinions may vary) better and better, until now, we have Genesis that can turn into a Mountain Gorilla, Troll, Monstrosities, Mike, Vicky, the Kids, and the rest of the cast, followed up by Genesis 2, which is getting scary real-looking.
I have made many custom morphs that I didn't like to assist V4 with making breathing a bit more realistic. And the Inhale morph wasn't supported in many of the clothes I used - so I had to make it for them.
Genesis 2 has different morphs in the shapes (Actor) collection that can make breathing incredibly real! Separate controls for the tummy, the ribs, chest, etc., yeah, I agree... DAZ 3D shouldn't really have to worry about any competition.
it is a good alternative for game creators though or redistributable projects
Could be useful as a sculpting base as well for the likes of Zbrush. But as a standalone character, DAZ's current crop are generations ahead.
I think the MakeHuman team needs to expand their scope...they need to do a MakeQuadruped and MakeAviform projects now. For the quadruped, basic morphs could be bovine, equine, ovine, canine and feline, (and whatever the weasel family is)...then several different birds.
Interesting stuff...I will have to explore this (where is the bloody time going in my life?!?!?!?)
Python too...something else I may need to learn since LightWave supports it too.