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MakeHuman updates

12

feet_newMakeHuman is rapidly improving. Here's a quick overview of their latest updates.

Abhishek Gupta wrote:

Just like the new upcoming Blender 2.50, MakeHuman is also going through huge changes. Some of the features to wet the appetite:

  1. new base mesh - new topology
  2. all quad face mesh
  3. hairs (already reported on BlenderNation) will sport collision detection
  4. export to blender with advance rig ( with fk/ik switch) including shape keys

MakeHuman is another open source software which needs full support from the community. Let's hope the developers keeps up the good work

You'll find further information on the MakeHuman blog.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

12 Comments

  1. 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 'stretch-to' modifier in Blender to make expressions.

  2. "export to blender with advance rig ( with fk/ik switch) including shape keys" 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

  3. Unfortunately, it will only be possible to choose between FK and IK at loadtime, because I haven'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.

  4. The "secret" 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'm on a slightly older version of Ubuntu and unless I upgrade (bit of a task at the moment) I can't run MH because my python is older. Any chance on a py2.5 compile? (please?)

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