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	<title>Comments on: MakeHuman updates</title>
	<atom:link href="http://www.blendernation.com/2009/11/18/makehuman-updates/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2009/11/18/makehuman-updates/</link>
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	<lastBuildDate>Tue, 14 Feb 2012 21:58:00 +0000</lastBuildDate>
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		<title>By: Rorkimaru</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-502189</link>
		<dc:creator>Rorkimaru</dc:creator>
		<pubDate>Mon, 23 Nov 2009 16:16:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-502189</guid>
		<description>Really looking forward to the armature exporter. I&#039;m a lousy rigger so it will be very useful for me =D</description>
		<content:encoded><![CDATA[<p>Really looking forward to the armature exporter. I&#8217;m a lousy rigger so it will be very useful for me =D</p>
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	<item>
		<title>By: Stugys</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-502057</link>
		<dc:creator>Stugys</dc:creator>
		<pubDate>Sat, 21 Nov 2009 22:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-502057</guid>
		<description>www.getdeb.net have deb file maybe it fit to you</description>
		<content:encoded><![CDATA[<p><a href="http://www.getdeb.net" rel="nofollow">http://www.getdeb.net</a> have deb file maybe it fit to you</p>
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	<item>
		<title>By: Lancer</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501935</link>
		<dc:creator>Lancer</dc:creator>
		<pubDate>Fri, 20 Nov 2009 06:04:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501935</guid>
		<description>The &quot;secret&quot; to making FK/IK switches is to have three arms... a set for each of IK and FK and then the mesh influencing ones which constrain to whichever of the first two arms the switch indicates is to be used. No python needed.

I&#039;m on a slightly older version of Ubuntu and unless I upgrade (bit of a task at the moment) I can&#039;t run MH because my python is older. Any chance on a py2.5 compile? (please?)</description>
		<content:encoded><![CDATA[<p>The &#8220;secret&#8221; to making FK/IK switches is to have three arms&#8230; a set for each of IK and FK and then the mesh influencing ones which constrain to whichever of the first two arms the switch indicates is to be used. No python needed.</p>
<p>I&#8217;m on a slightly older version of Ubuntu and unless I upgrade (bit of a task at the moment) I can&#8217;t run MH because my python is older. Any chance on a py2.5 compile? (please?)</p>
]]></content:encoded>
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	<item>
		<title>By: Thomas Larsson</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501848</link>
		<dc:creator>Thomas Larsson</dc:creator>
		<pubDate>Thu, 19 Nov 2009 08:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501848</guid>
		<description>Unfortunately, it will only be possible to choose between FK and IK at loadtime, because I haven&#039;t figured out how to make bone driven constraint influences. The problem is to get hold on the constraint ipo from python. FK/IK switching can still be done by inserting keyframes for all relevant constraints, but it is not as simple as moving a single bone.

Bone driven shape keys do work, however (in Blender 2.49b, there is some bug in earlier versions). For the moment they were done by a non-artist (i.e. me) on the base mesh, which means that the quality deteriorates the more your character deviates from the base. Eventually the morphs will be adjusted to the character, but that is for the future.

And yes, only naked characters at the moment; you have to make clothes yourself. Strangely enough, this does not necessarily destroy shape keys.</description>
		<content:encoded><![CDATA[<p>Unfortunately, it will only be possible to choose between FK and IK at loadtime, because I haven&#8217;t figured out how to make bone driven constraint influences. The problem is to get hold on the constraint ipo from python. FK/IK switching can still be done by inserting keyframes for all relevant constraints, but it is not as simple as moving a single bone.</p>
<p>Bone driven shape keys do work, however (in Blender 2.49b, there is some bug in earlier versions). For the moment they were done by a non-artist (i.e. me) on the base mesh, which means that the quality deteriorates the more your character deviates from the base. Eventually the morphs will be adjusted to the character, but that is for the future.</p>
<p>And yes, only naked characters at the moment; you have to make clothes yourself. Strangely enough, this does not necessarily destroy shape keys.</p>
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	</item>
	<item>
		<title>By: reyn</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501835</link>
		<dc:creator>reyn</dc:creator>
		<pubDate>Thu, 19 Nov 2009 00:42:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501835</guid>
		<description>&quot;export to blender with advance rig ( with fk/ik switch) including shape keys&quot; wow! O_o

We must really be very very thankful that guys like them who produce such high quality app for free even existed. ^_^

-Reyn</description>
		<content:encoded><![CDATA[<p>&#8220;export to blender with advance rig ( with fk/ik switch) including shape keys&#8221; wow! O_o</p>
<p>We must really be very very thankful that guys like them who produce such high quality app for free even existed. ^_^</p>
<p>-Reyn</p>
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	<item>
		<title>By: naag</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501834</link>
		<dc:creator>naag</dc:creator>
		<pubDate>Thu, 19 Nov 2009 00:11:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501834</guid>
		<description>New mesh - quad only and... extraordinary vertices.</description>
		<content:encoded><![CDATA[<p>New mesh &#8211; quad only and&#8230; extraordinary vertices.</p>
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	</item>
	<item>
		<title>By: gat</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501830</link>
		<dc:creator>gat</dc:creator>
		<pubDate>Wed, 18 Nov 2009 23:26:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501830</guid>
		<description>sick! absolutely fantastic!!</description>
		<content:encoded><![CDATA[<p>sick! absolutely fantastic!!</p>
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	</item>
	<item>
		<title>By: jacob</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501825</link>
		<dc:creator>jacob</dc:creator>
		<pubDate>Wed, 18 Nov 2009 22:06:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501825</guid>
		<description>Looks great some of the hair i saw doesnt look great, but i have a feeling it isnt the final thing ;)</description>
		<content:encoded><![CDATA[<p>Looks great some of the hair i saw doesnt look great, but i have a feeling it isnt the final thing ;)</p>
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	</item>
	<item>
		<title>By: Zinc Chameleon</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501823</link>
		<dc:creator>Zinc Chameleon</dc:creator>
		<pubDate>Wed, 18 Nov 2009 21:19:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501823</guid>
		<description>This is a terrific step forward. As much as I love MakeHuman, I have always had to repair triangles and add edge loops to get the face to work.  Now, if they will only keep the teeth and gums separate, so that I can use the &#039;stretch-to&#039; modifier in Blender to make expressions.</description>
		<content:encoded><![CDATA[<p>This is a terrific step forward. As much as I love MakeHuman, I have always had to repair triangles and add edge loops to get the face to work.  Now, if they will only keep the teeth and gums separate, so that I can use the &#8216;stretch-to&#8217; modifier in Blender to make expressions.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: rogerdv</title>
		<link>http://www.blendernation.com/2009/11/18/makehuman-updates/#comment-501819</link>
		<dc:creator>rogerdv</dc:creator>
		<pubDate>Wed, 18 Nov 2009 19:27:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=10668#comment-501819</guid>
		<description>Does it generates only naked characters?</description>
		<content:encoded><![CDATA[<p>Does it generates only naked characters?</p>
]]></content:encoded>
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