![]() During successive years, the software gradually transitioned from C to C++. At this point, version counting restarted from zero. In 2005, MH was moved outside Blender, hosted on SourceForge and rewritten from scratch in C. In 2004, the development stopped because it was difficult to write a Python script so big using only Blender API. The project evolved and, in 2003, it was officially recognized by the Blender Foundation and hosted on. A year later, a team of developers had formed, and they released the first version of MakeHuman for Blender. The ancestor of MakeHuman was MakeHead, a python script for Blender, written by Manuel Bastioni, artist and coder, in 1999. In 2004, MakeHuman won the Suzanne Award as best Blender Python script. These projects may or may not be commercialised. Models exported from an official version are released under an exception to this, CC0, in order to be widely used in free and non-free projects. ![]() MakeHuman is free and open-source, with the source code and database released under the GNU Affero GPL. With these two methods, together with a simple calculation of a form factor and an algorithm of mesh relaxing, it is possible to achieve results such as the simulation of muscular movement that accompanies the rotation of the limbs. The work deals with morphing, using linear interpolation of both translation and rotation. The development of MakeHuman is derived from a detailed technical and artistic study of the morphological characteristics of the human body. The interface is easy to use, with fast and intuitive access to the numerous parameters required in modeling the human form. The tool is specifically designed for the modeling of virtual 3D human models, with a simple and complete pose system that includes the simulation of muscular movement. In order to make it available on all major operating systems, beginning from 1.0 alpha 8 it's developed in Python using OpenGL and Qt, with an architecture fully realized with plugins. The MakeHuman approach is to use sliders with common parameters like height, weight, gender, ethnicity and muscularity. It uses a very simple GUI in order to access and easily handle hundreds of morphings. Using this technology, with a large database of morphing targets, it's virtually possible to reproduce any character. If you need a human model for your game, you really have nothing to lose checking out MakeHuman.Interpolation of MakeHuman characters: the 1st, 3rd, 5th, and 7th are targets, while the others are intermediate shapes. The mesh is and ampature are both logically laid out (with clothing all as separate meshes) and ready for use: Here is an exported mesh opened in Blender:Īll told its about 24K quads as currently configured. Perhaps most importantly, the resulting mesh is both clean and relatively low polygon ( unless of course you choose the smooth option ). Speaking of game ready, you also have the ability to create game appropriate rigs: Well first of all, it is about one of the easiest ways to create game ready human assets. So why should you as a game developer care? The 1.0.0 press release is available here (and repeated below). Oh yeah, did I also mention it was completely free and open source? In many ways it is very similar to the application Poser. The major difference is MakeHuman generates a model ready for use in major 3D applications. If you’ve ever played a video game that allowed you to fully customize your character, you have an idea what MakeHuman provides. Most impressively it generates very clean, fully rigged, quad only, Mudbox/zBrush ready models using 1170 controllable morph targets. So what exactly is MakeHuman? It’s an application for generating human models. Today we seem a major milestone release of MakeHuman 1.0.0! ![]() In 2005 it was turned into a stand alone application. In 2000 the first version of MakeHuman was released. MakeHuman started life in 1999 as a Blender plugin named MakeHead, a plugin for procedurally creating head meshes. ![]()
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