MakeHuman for Blender is online!

General discussion about the development of the open source Blender

Moderators: jesterKing, stiv

Post Reply
Manuel
Posts: 56
Joined: Wed Oct 16, 2002 12:48 am
Location: Italy
Contact:

MakeHuman for Blender is online!

Post by Manuel »

MAKEHUMAN for Blender is online!

This is a testing version with no really useful
morphing...

http://www.kino3d.com/~MakeHuman/


The aim of MakeHuman is to allow the quick and easy modeling of humanoid 3d models
while keeping the model as realistic as possible.

The method chosen to accomplish this task is that of Additive Morphing
which allows for the easy addition of a variety of parameters to MakeHuman.

The morph targets are modeled from careful observation of medical
texts and anatomy references for artists. For example, intended morph targets
can represent the various physical aging effects of males and females, the various
ways in which body mass (fat) accumulates around the body, the different body
and physique types as classified by William Sheldon, the distribution of veins along
the body, and so on and so forth.

Happy New Year!

MakeHuman team

Image

greasyScott
Posts: 16
Joined: Fri Dec 20, 2002 6:43 am
Contact:

Ho - Lee - COW!

Post by greasyScott »

Mega Props to the MakeHuman team. I have yet to download and utilize this new tool but based on the screen grabs, it is quite impressive.

What's next? Bipedal character variations?
Good judgement
tends to precede
good fortune

Manuel
Posts: 56
Joined: Wed Oct 16, 2002 12:48 am
Location: Italy
Contact:

Re: Ho - Lee - COW!

Post by Manuel »

greasyScott wrote:Mega Props to the MakeHuman team. I have yet to download and utilize this new tool but based on the screen grabs, it is quite impressive.
thx :D
greasyScott wrote: What's next? Bipedal character variations?
from TODO in the DOC section of MakeHuman site:

:arrow: Optimization of the various python classes.
:arrow: Modify the morph target format in order to include the position of the pivot empties, of the eyes and probably of the hair, as well as the name of the morph target modeler and date of realization.
:arrow: Realization of a detailed animation armature which is also BVH ready.
:arrow: Simulation of muscular movements, skin creases and tension.
:arrow: Library of facial expressions.
:arrow: Study of hair and skin procedural shaders for use within Yafray.
:arrow: Addition of a help file and menu within the GUI

Post Reply