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Creating Typologies?

PostPosted: Thu Dec 15, 2016 2:19 am
by DonMegel
I just found MakeHuman a couple days ago and am having a great time with it. Very impressed. However, the included typologies are either too low or too high poly for the project I am working on. Is there a way for me to create a new typology, perhaps 5,000 or 6,000 polys, for me to apply to my models? From looking around in the documentation it looks like it is possible but I can't figure out how.

Any help is appreciated, thank you

Re: Creating Typologies?

PostPosted: Thu Dec 15, 2016 4:50 am
by loki1950
Typologies are just clothes with a different file extension and are created with makeclothes in blender so if you don't use blender your out of luck till someone can provide a plug-in for an other 3D modelling app there is a thread here on the forum with much more detail but using the name of proxies in stead of typologies.

Enjoy the Choice :)

Re: Creating Typologies?

PostPosted: Thu Dec 15, 2016 12:06 pm
by DonMegel
Proxies and topologies are the same thing?

Re: Creating Typologies?

PostPosted: Thu Dec 15, 2016 12:28 pm
by joepal
Yes: proxy, topology, hair, clothes... It's the same file format working the same way.

It's a mesh which deforms linearly with the human base mesh and which is either drawn on top of or instead of the base mesh.

Proxy and topology are synonyms: They are exactly the same file. See http://www.makehumancommunity.org/wiki/ ... a_proxy%3F

Re: Creating Typologies?

PostPosted: Thu Dec 15, 2016 3:35 pm
by DonMegel
OK, so is there instructions for creating a new topology in Blender?

Re: Creating Typologies?

PostPosted: Thu Dec 15, 2016 4:13 pm
by joepal
The instructions would be the same as for any piece of clothing, plus what is listed in the FAQ item: http://www.makehumancommunity.org/wiki/ ... ologies%3F

Re: Creating Typologies?

PostPosted: Tue Dec 27, 2016 1:12 pm
by stereoman
HI guys, I have a question
As I understand it, geometries linked to a model, like a shirt, have sense they deform and scale with the human mesh.
But it seems that almost everything in a scene must be piped trouhg Makeclothes, let´s say, a sword.
What is the point in doing this with a sword?, why can´t I just import the sword as obj. to the scene and place it anywhere?, a sword does not need to be scaled, can´t be, in the real world, so a small person can carry a big sword.
If the answer is that in that way you can stay in MH trough all the process of the scene creation I must say this seems dull and confuse to me, since Im used to work trough a wide variety of software,let´s say, you can do your mesh with a lot of programs, then you can use another bunch of programs for painting, and texturing your materials, then you make the photographs of your models, and, trough another variety of programs, you compose your image by adding previously ready background images,etc, after that, you are able to add all the smallest details drawing by hand if needed, I mean that I find near impossible to create a full complex image inside a single application.
This image ilustrates this, there is a variety of models done in different ways and they all must appear real, the water must reflex the sky and figures must cast shadows,etc.In a point or another you need to work outside MH, and probably even outside of Blender, I´m not sure of this because for all I know, Blender can probably do it.

Re: Creating Typologies?

PostPosted: Tue Dec 27, 2016 1:52 pm
by joepal
The sword thing was a demonstration that it's possible to create "hard" objects which does not deform strangely with macro details. While your point is valid for a sword, the more relevant application here is for buttons, jewelry, belt buckles etc. Sometimes, parts of clothes need to scale in a linear fashion instead of deform with the body.

In reality, most people will make the toon and the clothes in MH, export it to blender and then there do exactly what you propose: import the rest of the obj files necessary for the scene.

I don't think anyone is planning to create a whole scene inside MH.

Re: Creating Typologies?

PostPosted: Tue Dec 27, 2016 2:03 pm
by Aranuvir
... Though it should be possible to make a bed or a chair as a rigid group. :D Perhaps I'll try to pipe a parlour through MakeClothes. :mrgreen:

Re: Creating Typologies?

PostPosted: Tue Dec 27, 2016 5:06 pm
by stereoman
joepal wrote:
I don't think anyone is planning to create a whole scene inside MH.


OK. I understand, it seemed to me that the workflow was backwards, It had more sense to me to place MH models in a Blender scene than place the full scene in Mh.