This means that every target has to have exactly the same number of vertices, and the same vertex indices. Each target is the same vertices, but in different positions. MakeHuman morphs work like Shapekeys in Blender. Here is a summary of how the relevant parts of MakeHuman work. This project has used the MakeTarget and MakeClothes addons. You can find the MakeHuman documentation on their wiki. You don't even have to give me any credit, but I hope you still will. There is no additional license for this beyond the standard MakeHuman license, so there are basically no restrictions. Eyes, teeth, and tongue models compatible with this target will be added later. Those may be added in the future, but as MakeHuman is based around spherical eyes, that is what the target is currently designed for. 3D anime models often use flat style eyes. Simply center a sphere on the eye bone's root and scale to fit the socket. I suggest making your own eyes in Blender. You can use existing ones, but they will be badly stretched. But if you need to make detailed changes to the face, I suggest doing it in Blender.Īt this time, I have not added any anime style eyes, teeth, hair, or other accessories to MakeHuman. So you can easily adjust limb length, height, etc. Targets under the Measure tab all seem to work fine. Targets that adjust small details of the face can also cause issues. I have not tested them all, but in general I suggest avoiding any target in the Main tab except Height and Weight. I will probably make a 1.0 version once I solve the custom proxy weights issue (see below.)ĭue to how MakeHuman targets interpolate, some targets work better than others. The more advanced rig setup tools will come in time. It would be more user friendly to make this for 1.0 at the moment, but 1.1 will be released soon and has a much better rig. This makes it is less convenient as you will have to do your own setup if you want an IK rig at this point. mhx in 1.0, it does not include rig setup tools such as IK/FK switch. Please note that in 1.1, you must select a rig from the Pose/Animate tab or you will get only the mesh when you export. It has some issues (noted below), but works for the most part. This is because this target changes the body significantly enough that it would need different weights. It is possible to use it with 1.0, but you will not get good results from the rig. This target should be used with MakeHuman 1.1, which is the current unstable nightly build. Set the target slider all the way, or you will have a very strange body. It will then show up under the Custom tab in MakeHuman. target file in User/MyDocuments/makehuman/v1/data/custom, or equivalent if you aren't on windows. It's long, but I wanted to give enough info for people who hadn't worked with custom targets before to be able to understand what's going on. Please see the following notes to understand how to use the target, and what the current issues and limitations are. I am releasing this so that I can start to gather feedback. This is an unfinished, unpolished test version. The purpose is to allow the quick generation of rigged anime style characters. This target morphs the base body into an anime style female character, with proportions based on MikuMikuDance (MMD). MakeHuman normally creates realistic human bodies. This is a custom morph target for the MakeHuman character generation program. The excellent Manuel Bastioni has made a new character creator that makes it redundant. UPDATE: This project is no longer being worked on.
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