Introduction
- Makehuman Blender Import
- Makehuman Blender 2.8
- Makehuman Blender Plug-ins
- Makehuman Blender 2.8
- Makehuman Blender Import
- Makehuman Blender Plugin
$ begingroup$ The projects may share developers but it is not part of the makehuman or blender development - as an external project it falls into third party. If it was an official format it would be included with the official makehuman releases. MakeHuman to Blender with IK Bones and Motion Capture (Tutorial) This tutorial covers how to import MakeHuman files into Blender 2.79 with better armature settings including the FKIK Switch. We would like to show you a description here but the site won’t allow us. Blender 'blender 2.63' modeling beginner 'open source' 'free software' images 'short film' animation Blender (software) Cartoon Animated film rendering fluid simulation quiet rain Onlymeith cinema 3d model Makehuman mocap motion capture cgi art blender 2.63 character open source Hobby Industry (Liter blender fluid makehuman 'open source' 'Free.
Note that the information in this page is somewhat outdated, and that you may be better off using MPFB, see FAQ: What is MPFB (MakeHuman Plugin For Blender)?
We will use the file created in the “Illustrating the Export Process for Subsequent Import” section.The MakeHuman export settings used when targeting Blender import should include setting the scale units to meters. Blender is capable of importing either Collada (.dae) format or Autodesk FBX format files. The import results and handling are quite similar regardless of which you choose to use, and both will require similar fixes for transparent assets on the eyes, eyebrows, eyelashes, and hair. Collada files are text based, and thus, are often quite large. Makehuman assets with textures will be exported with those textures saved in a folder named 'textures' in the same folder as the parent folder. By default, on Windows If you move the collada file to a new computer or directory, you must move the 'textures' folder to that same folder. By default the exported file will be found in ~/makehuman/v1/exports/ (where ~ is the user home directory).
Blender can import only binary FBX files at present, so ideally, binary would be checked for MakeHuman FBX export. [RWB Note: As of this writing there are still some issues with direct FBX binary export, but those are expected to be repaired going forward. In the meantime, a viable workaround for those wanting to use FBX format is to export an ASCII FBX file, convert it with the Autodesk FBX converter, and import it into Blender].
Because of the ASCII --> binary issues that currently exist with the FBX format, we will describe moving assets from MakeHuman to Blender using collada (.dae) format. When exporting for subsequent import into blender, the best choice of export scales is usually meters.
Importing a MakeHuman Collada File
The collada file is imported into Blender using the File | Import menu and choosing collada. The default settings at the bottomof the left, T-tool panel will generally not need to be altered.
Once imported the file is likely to appear gray in the 3D viewport when in object mode and shading set to solid (Figure 1, left panel). If shading is set to rendered with blender internal (BI) selected in the render drop down menu, the image will show the materials for many assets, but the eyes, eyebrows, eyelashes, and hair which contain transparent texture maps will not render properly.
More often if we wish to select objects in the scene we will set the shading mode to 'texture' instead of 'render'. By default the model will appear gray/white in texture mode by default. To improve this, bring up the N-tool panel by typing N with the cursor located over the 3D viewport or by selecting View | Properties from the 3D menu. On the toolbar, locate the shading panel and click on 'Multitexture' to change the setting to 'GLSL'. The image should now show non-transparent materials properly (Figure 2).
In some cases, you might gain additional benefit in displaying materials for the eyes by going to the Object data tab (cube). This is located on the far right properties panel. For each of the transparent assets (eyes, eyelashes, eyebrows, and hair) select the Display panel and check 'Draw all Edges' and 'Transparency' in the bottom row. The benefit of this step for improving trasparent assets will depend on exactly how you imported the file, the lighting, and possibly other settings. What you see in the viewport is close to what you will see if you choose Render | OpenGL Render from the Info editor at the top of the screen.

Preparing for Render with Blender Internal Renderer
The appearance of the MakeHuman model in the Blender Internal Renderer will depend on a number of things that will include transparency settings for materials, choice of lighting type, and shadow settings. We will illustrate this by first changing the default point light to a hemi light. Right click on the point lamp in the viewport and in the right properties panel select the lamp tab and choose hemi (Figure 4).
To make transparent objects (eyes, eyebrows, eyelashes, and hair) render properly in the Blender Internal render engine, we need to change some settings on the material tab of each object and the material tab of each object. We will start with the material tab. The two panels that require adjustment are the transparency and shadow panels. Start by selecting the material tab in the properties panel (figure 5).
Step 1. Right click on one of the eyes in the 3D viewport to select them. In the transparency panel, set both thealpha and specular sliders to 0 (Figure 6).
Step 2. In the shadow panel, check 'Receive tranparent' (figure 7)
Now go to the texture tab of the properties editor (checkered tab) and open the Influence panel (Figure 8).
Step 3. On the influence panel check alpha (Figure 9). Leave the value at its default of 1.0.
Makehuman Blender Import
After completing these three steps, the eyes should be transparent (Figure 10)
Repeating steps 1-3, in turn, for the eyebrows, eyelashes and hair, respectively, should produce results similar to the panels of Figure 11.
Makehuman Blender 2.8
When rendered with the Blender internal engine the image should look similar to the original human that was exported.
Adapting to Different Light Sources for Blender Internal
Makehuman Blender Plug-ins
If we now right click on the hemi lamp in the scene, and restore it back to the default point lamp type in the lamp properties panel, we are now faced with additional shadow problems. In this example, the point lamp is the single source of illumination. Note that, depending where your point lamp is located, it may be necessary to turn up the point lamp intensity to produce a bright enough render. The hard shadows from this lamp produce unreal darkening shadows of the eyelashes and eyelids when rendered with Blender Internal engine. The look is unlikely to be usable for any real purpose (Figure 13)
To make the eyelashes, eyebrows, and hair appear realistic, it is necessary to let the skin base mesh receive shadows. If you used collada to export and import into Blender, the skin name in the Outliner panel will end with '...-base.obj'. Select the skin by either right clicking directly on the skin in the 3D viewport, or by clicking on the '...base.obj' name in the outliner panel. In the properties editor, select the Materials tab and check 'Receive Transparency' in the shadow panel (Figure 14). The eyebrows and eyelashes (and sometimes hair) will now appear realistic, albeit with hard shadows (Figure 15).
If the hard shadows are inconsistent with the look you hoped for (Figure 15 and Figure 16, top), it is possibly to fix this. For eyebrows, eyelashes, and hair you need to turn off cast on the shadow panel of the materials tab of the properties editor. After doing this, the shadow effect will be similar to what we got with the hemi lamp and what the human originally looked like when exported from MakeHuman.
Blender internal render engine is the default still with Blender 2.75a, but Blender Cycles has rapidly become the render engine of choice for advanced users. We will consider next how to set up a basic node system for getting approximately the same look we had when inside MakeHuman.
Preparing for Render with Blender Cycles Renderer
Working with Skeletons in Blender
At present, most MakeHuman skeletons import well into Blender. To do animation based on Biovision Hierarchy (BVH) motion capture files, use the MakeHuman Blender tool MakeWalk. This tool is designed to import .BVH files from the Carnegie-Mellon collection (CMU-BVH) and the female files of the Ohio State University, Advanced Computing Center for Arts and Design collection (ACCAD-BVH). It is worth noting explicitly that the male ACCAD files use a BVH format that does not currently work well inside Blender with MakeWalk.
Installing the Unofficial MHX2 plugin for MakeHuman and Blender
Using the Unofficial MHX2 plugin for MakeHuman and Blender
Developer(s) | The MakeHuman team. |
---|---|
Stable release | 1.0 alpha6 / April 1, 2011; 7 months ago |
Written in | Python, C |
Operating system | Windows, Linux, Mac OS X |
Type | 3D computer graphics |
License | GPL[1] |
Website | http://www.makehuman.org/ |
MakeHuman is an Open Source software application that generates 3D humanoids. Features that make this software unique include a new, highly intuitive GUI and a high quality mesh, optimized to work in subdivision surface mode (for example, Zbrush). Development effort is currently focused on the 1.0 Release, based on a new GUI and a 4th generation mesh. This release also incorporates considerable changes to the code base which now uses a small, efficient core application written in C, with most of the user functionality being implemented in Python. Because Python is an interpreted scripting language, this means that a wide range of scripts, plugins and utilities can be added without needing to rebuild the application. The MakeHuman team work towards correctness both in programming (using common file formats) and anatomy. MakeHuman makes extensive use of university research in accurately modelling the human form.
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Features
The New GUI
The new GUI incorporates modelling controls based upon Ethnicity (Ethnic tool will be restored in alpha6), Gender, Age, Muscle Tone and Body Mass, Breast size, Breast firmness, Eyes slider, Mouth slider, Nose slider, Ear slider, Face age and much more. This GUI incorporates a small number of standardised 'intelligent' tools designed to minimise the learning curve for new users while providing powerful features to enable all users to rapidly model a character that meets their needs. Knowledge has been built into the tools so that, for example, if a female figure is being modelled (as defined by the Gender tool), then any body mass added to the model will accumulate fat in those areas of the body where a woman typically accumulates fat.
The mesh
All MakeHuman humanoid figures are based on a single, highly optimized, light and professional mesh. The main features of the human model (named 'HoMunuculus') are:
- Light and optimized for subdivision surfaces modelling (14638 verts, including teeth).
- Quads only. The human mesh is completely triangles free (except the diamonds used as joints, but they are just markers for skeleton).
- Optimized for animation, including all loops used by high level artists.
Modelling of the mesh is performed by deforming the mesh rather than altering its topology. The mesh has been through a series of iterations to improve the structure so that deformations can be realistically applied while maintaining a low polygon count to minimise processing overheads. The mesh supports subdivision to enable higher density, smoothed meshes to be exported for high quality rendering. The evolution of the mesh through successive iterations illustrates a number of interesting concepts that have been explored and the understanding that has been encapsulated into the current mesh.
- The first prototype of a universal mesh (head only) was done in 1999 in the makeHead script, and then adapted for the early MH (2000),
- The first professional model, HM01, was realized by Enrico Valenza in 2002.
- The second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2005
- The third mesh was modelled by Manuel Bastioni upon the (z-mesh or HM03);
- The fourth mesh was modelled by Gianluca Miragoli (aka Yashugan) in 2007 and builds upon the experience gained on the preceding versions (Y-Mesh or HM04)
- The fifth mesh build upon the previous one by Gianluca Miragoli and Manuel Bastioni (HM05)
- The sixth mesh build upon the previous one by Gianluca Miragoli.
- Latest mesh, released in 2010, is actually the state of the art (artists: Waldemar Perez Jr., André Richard, Manuel Bastioni).
HM01 and HM02
One of most important steps in mesh development was the transition between HM01 and HM02. The first version had in fact begun to show its limitations as meshes that were too optimized (about 7000 vertex), did not succeed in covering all the required morphings, and was lacking in some fundamental edge loops for the facial and muscular animation. For this reason, a new modeler, Kaushik Pal, already author of exceptional[citation needed] humanoid models for Blender and Maya (CGtalk thread), created a new mesh. While not using an excessive number of vertices (about 11000), the model kept up with all the professional requirements which was the result of studies of more well-known meshes. Despite the fact that Kaushik's mesh were already high level, the MakeHuman team wanted to present the model also to the attention of famous modelers. Among these artists, of world-wide reputation Steven Stahlberg <http://www.androidblues.com> and expert subdivide modeling Tamàs Varga <http://maxrovat.sns.hu/subdiv> just to name a few. MHteam like to quote the words of Mr. Stahlberg, of which they are particularly proud, answering to their post (by Tom Musgrove): 'Tom, that's a great resource for artists who want to study topology. No real crits, except maybe you could change the direction of edges down the cheek, to easier incorporate the infraorbital fold (which is one of those things that everyone has, although it's very subtle with some). To comment the face, I think the red and blue loops are really important, but the brown and green ones don't really need to be perfect loops. They can be, but there's no pressing need imo'. (CGTalk - Body topology) Few words, but very gratifying for the team. Obviously[citation needed] then the infraorbital line has since been put into place, as well as the other suggestions that came out during the discussion.
Python scripting

The MakeHuman application has been structured to expose a great many of the program internals through the Python Application Programming Interface (API). This open structure has been documented and published to encourage the development of new scripts and plugin functionality that will help the application to develop and rapidly adapt to the needs of the user community.
Export
MakeHuman incorporates a range of plugins to export a modelled and posed figure in 3D graphics formats supported by a very wide range of external modellers and rendering engines. These export functions have been written as Python plugins that can easily be extended and can serve as examples to enable other interfaces to be readily constructed. Support for the Renderman format is built into the MakeHuman application. Aqsis is the officially supported Renderman format renderer, but export to other formats and other renderers is also provided. Formats actually supported:
- rib (renderman)
- obj (wavefront obj)
- mhx (special format to export in Blender)
- dae (collada)
- md5 (Doom 3 format, available from alpha6)
History
- 1999. Manuel Bastioni wrote MakeHead, the MakeHuman ancestor. It was a Blender script written in Python
- 2000. Manuel Bastioni post, on kino3d Italian forum, a proposal to do something more flexible, which allowed modeling an entire character, from head to foot.
- 2000. Filippo Di Natale and Mario Latronico liked the idea and join the MHteam created by Manuel. After about four months of development, the first alpha version was finished and immediately released under the GPL license.
- 2001. Fabrizio Cali', Cicca and Lorenzo Daveri Join the team, BullX make the early logo.
- 2002. Enrico Valenza model a new universal humanoid mesh (around 7000) verts.
- 2003. The project was officially recognized by the Blender Foundation, by supplying important new tools, like a mailing list, a specific forum, bug tracker, and was included in Blender's project page
- 2003. Version 1.5 released. Francesco Micozzi join the MH team as legal consulting.
- 2003. Unfortunately, due to internal disagreements, the collaboration was reduced considerably, and the official site was moved to dedalo-3d.
- 2004. 1.6 was released [2].
- 2004. MH win the Suzanne Award as better python script.
- 2004. Manuel write a new GUI.
- 2004. New developers join the MHteam: Paolo Colombo (coder), Craig Smith (modeler), Olivier Saraja (coder), Michael Schardt (import-export of vertex groups), Andrew Kator (Skeleton).
- 2004. Jump to version 1.8 (1,7 never released) [3]
- 2004. At this point with version 1.8, the development of the python script substantially stopped. Two other versions had come out and was written almost entirely by Paolo Colombo, that introduced an innovative GUI, better than the previous one. But that unfortunately remained in the experimental phase due to some compatibility problems with Blender (Blender changes his API 2 times in few months), OpenGL, and video cards. These drawbacks caused severe delays that Paolo had to rewrite the GUI several times in order to adapt it to the changes of the python API of Blender and to avoid problems with the video cards.
- 2005. Version 2.0 of the script was conceived in a new manner that was optimized for professional use and never succeeded in moving beyond the unstable phase. Even though it wasn't fully usable, it did have a very important new feature that retained after months of work: a new base mesh, modelled by Kaushik Pal, already author of exceptional humanoid models for Blender and Maya (CGtalk thread).
- 2005, 3 November. Even with the new mesh, version 2.0 of the script was still limited by the problems described above. Finally the MHteam realised that the functions, performance, and stability we wanted to achieve weren't possible with MakeHuman as a Blender script. It was necessary to 'move' it outside Blender, and to rewrite it from scratch in high-performance languages, such as C or C++. The first step of this major transformation was possible thanks to a major contribution from Paolo, who alone, and in very little time had written a new MakeHuman completely in C, multi-platform, and with an innovative interface. We'd like to mention in particular the 'slider-images', a new button which auto zooms on mouse-overs (working as a preview of the target) which permits holding the mouse button to set the percentage of morphing. Since this was a completely different version from the python script and we had rewritten it from scratch, the standalone version had a lower version number: 0.8a.
- 2005. Hosting of releases moved on SourceForge. In this way, the python version hosted by the Blender Foundation, remains separate from the version written in C.
- 2005. Some additions and bug fixes due carried out by other programmers (OBJ exporter by Andreas Voltz, OSX porting by Tan Meng Yue).
- 2006. Andreas Volz, a student of applied computer science at the University of Fulda in Germany developed a library in C++, called Animorph, for his bachelor thesis called 'MeasureHuman'. Andreas announcing that after receiving his degree, he would make his libraries available under the LGPL (but then GPL was used). This was great news; the libraries were well written, highly object oriented, and written to be easily extensible and modular. The C version on the other hand, was developed in a procedural style, and wasn't so easy to update and change. The passage from C to C++ meant offering the users a still better product, with a more standard and comprehensible code, written very professionally and incorporating all possible cautions to satisfy the rules of OOP programming. Certainly, this would have caused some delays because, once again, we should have rewritten the code from scratch. Though, it was worth the trouble since subsequent development of the application would have been more slender, professional and reliable.
- 2006. Hans Peter Dusel, the maintainer of OSX version, join the team.
- 2006. The third mesh was modelled by Manuel Bastioni upon the Kaushik's mesh.
- 2006. Giovanni Lanza (blogosphere) and Alessandro Proglio (coder, 3d artist), join the MHteam.
- 2006. Simone Re, Java and C++ coder,from Ninibelabs Laboratori Ninibe join the mesh. He was the main contributor for C++ version.
- 2006, 1 November. MakeHuman 0.9, rewritten from scratch using C++ was released.
- 2007, MH code was moved from cvs to svn.
- 2007. The fourth mesh was modelled by Gianluca Miragoli (aka Yashugan)
- 2007. The MakeHuman project turned another corner with a new website (Letizia Beriozza), a new logo (Laura Sclavi), better doc (Martin Mackinlay, Giovanni Lanza, Alex Proglio) and also a new release - 0.9.1 RC1.
- 2007. Problems for the project. C++ developers have no time to develop a so big sw. Because Manuel and others are mainly python coders, MH development brutally stopped. The development of muscle engine (it was pallned a system with 'real skeleton and real muscles, to be skinned), clothes and hair features is suspended.
- 2008. Because the difficult to find reliable and constant C++ developers, after months of practically no activity, Manuel decide to back to python, but not as Blender plugin. The idea is to use a special python interpreter (openGL capable) to make a modular standalone.
- 2008, 1 jen. MH 'proto' ia announced.
- 2008, 19 March. An experimental version of expression engine, based on MPEG4 layer and on Plutchick, Whissel and Ekman research, is added in svn, upon MH0.9. It was not perfect and never officially released.
- 2008, 22 March. Working with university La Sapienza (Rome), in collaboration with openusability openusability, on a new concept of GUI. The base idea is simple: each widget is a 3D object and each vert groups is a sensor. The development of the new GUI will take 8 months.
- 2008, 24 May. Gianluca Miragoli Untitled Document, a professional 3d artist and Manuel Bastioni, works on a new mesh refactoring.
- 2008, December. Marc Flerackers, a skilled professional developer in almost all languages, join the team.
- 2009, 1 March. MH 1.0 pre-alpha, completely rewritten in python with a small C core (python engine opengl capable), is released. Pre alpha is just a preview of current development. It's not really usable,due to the lack of load/save feature, but the ethnic mixer-macrodetails tool can be tried, in order to give us interesting feedback about usability. GUI is not completely stable: some elements can be moved, and the theme can be changed. Just a zip, no installer.
- 2009. Antonella Cascitelli, C and python coder, join the team, and start to work on face reconstruction (for her master thesis, at Rome University)
- 2009. Looxis donate 200 laser scans of human heads, to be used in face reconstruction tool.
- 2009. Igor Kekeljevic, B.A in Painting and a Professor of Arts, design the new and definitive MH logo.
- 2009, Hosting is moved on Google code [4].
- 2009. Jose Capco: mathematician, python coder, join the team, starting to work on an advanced hair system
- 2009. Thomas Larsson, coder, physicist, join the team, starting to work on mhx file format, and adding collada exporter.
- 2009. Joel Palmius join the team, and provide nightly builds, Linux deb builds, documentation builds
- 2009. Alexis Mignon, coder, researcher, join the MHteam and start to work on some advanced features using Singular Value Decomposition.
- 2009, 15 May. 1.0 Alpha2 released. It is a more usable release, because now the character can be exported in wavefront obj file format.
- 2009, Hosting is partially moved on Tuxfamily servers, because some serious issues of Google code about the nightly builds.
- 2010, 7 Jen. 1.0 Alpha3.Basic Hair Tool, Installer, Special hair rendering, using renderman curves.
- 2010, 1.0 Alpha4
- 2010, 1.0 Alpha5
- 2011, 1.0 Alpha6
See also
Free software portal |
- Blender software
- Faceworx
Notes

- ^'Licensing (MakeHuman Docs)'. http://sites.google.com/site/makehumandocs/licensing. Retrieved 2009-11-26.
- ^Blender Foundation: makehuman-1.6
- ^Blender Foundation: makehuman-1.8-download
- ^http://code.google.com/p/makehuman/
Makehuman Blender 2.8
External links
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Makehuman Blender Import
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