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Anime characters from makehuman

PostPosted: Mon Feb 06, 2017 7:19 am
by impheris
Hi everybody and thanks for this awesome software...

Do you have any plans for the future to create anime characters? something like Anime style from aVersion of Reality but Originally from makehuman?

I know that there is manuel lab, but not everybody likes blender -.-

Re: Anime characters from makehuman

PostPosted: Tue Feb 07, 2017 5:34 pm
by jujube
Oscalon made an anime target (female only) for makehuman, but stopped working on it due to the existence of manuellab's anime mesh. The download link in his blog post still works, though. Links to forum thread and blog post:
http://www.makehumancommunity.org/forum/viewtopic.php?f=4&t=12891&hilit=oscalon
http://www.aversionofreality.com/blog/2015/11/16/makehuman-11-anime-style-custom-target-test

Re: Anime characters from makehuman

PostPosted: Sun Feb 12, 2017 8:26 am
by impheris
jujube wrote:Oscalon made an anime target (female only) for makehuman, but stopped working on it due to the existence of manuellab's anime mesh. The download link in his blog post still works, though. Links to forum thread and blog post:
http://www.makehumancommunity.org/forum/viewtopic.php?f=4&t=12891&hilit=oscalon
http://www.aversionofreality.com/blog/2015/11/16/makehuman-11-anime-style-custom-target-test


Hi haha... yes but read my question please, like i said in the original post: "I know that there is manuel lab, but not everybody likes blender -.-"

I also ask for: any plans for the future to create anime characters? something like Anime style from aVersion of Reality but Originally from makehuman? that means i know the work from aVersion of Reality´s author ;)

So i wanna know if MakeHuman´s creator have any plans to create anime characters from the software... (It would be very cool and useful) or any free alternative, plugin or target like anime style character from aVersion of Reality :)

Anyway jujube, thanks for your time and answer and sorry for my enghlish...

Re: Anime characters from makehuman

PostPosted: Fri Feb 24, 2017 5:03 am
by impheris
nobody??

Re: Anime characters from makehuman

PostPosted: Fri Feb 24, 2017 2:08 pm
by CallHarvey3d
hi, Anime characters and other alternate proxies are something alot of us want and are working towards creating. The problem is doing it well is not very easy and the work is volunteer. It is something that i am currently practicing to create content in this area but am trying to grow other areas of content first. as for not preferring blender i am with you. I am native max user so i feel your pain. i have figured out a pipeline that allows me to work with limited blender work/knowledge but in the end i am happy i have been forced into blender as it is very useful software to know. If you search for tutorials using Make human and specific tools you may find tutorials to help in your workflow, or ask in the forum there is a broad range of talent here that can probably provide insight.

Re: Anime characters from makehuman

PostPosted: Sat Feb 25, 2017 8:11 pm
by RobBaer
CallHarvey3d wrote: I am native max user so i feel your pain.


Blender is undoubtedly the preferred downstream tool for most MH users, but that fact is more a developer resource constraints than a desire to be only Blender-centric. As I read the above sentence, and realized for the first time that Max was your "go to" tool, I found myself wondering if you had suggestions to make your normal workflow from MH to Max more efficient. Your feedback can help us understand where it hurts. :shock:

If you had to pick a realistic top-three that would improve your workflow , what would they be?

As a follow-on question, are there limitations to the .fbx export or .dae export from MH that make your life harder than it needs to be?

Re: Anime characters from makehuman

PostPosted: Sun Feb 26, 2017 6:32 pm
by badwolf
given the intent of the MHX2 plugin was/is to allow for output to "not Blender" programs what would be needed to build that workflow??

Re: Anime characters from makehuman

PostPosted: Sun Feb 26, 2017 7:13 pm
by loki1950
badwolf wrote:given the intent of the MHX2 plugin was/is to allow for output to "not Blender" programs what would be needed to build that workflow??


Mhx2 produces a json file so the importer needs to read and covert that output to a format that the target app can use to build the model with the meshes,skeleton and materials specific to the target app so the knowledge of the target app's API is critical.

Enjoy the Choice :)

Re: Anime characters from makehuman

PostPosted: Sun Feb 26, 2017 7:37 pm
by RobBaer
badwolf wrote:given the intent of the MHX2 plugin was/is to allow for output to "not Blender" programs what would be needed to build that workflow??


I did not mean to hijack the thread, but the answer for .mhx2 part is simply a 3DSMax, Maya, UE4 or whatever importer. The detail would take study and resource commitment. This is why having regular MH contributors with skin in the game is an important currency to even contemplate such things.

As to Anime, this question made me look for the first time at what Oscalon did. He chose to implement the character as a target, not a topology. It is still available for download [maybe we should invite him to add it to community assets], and installation is as easy as unzipping and sticking in the right folder. As it relates to the original question, one might wonder whether other targets, poses, topologies, or even clothes can be used with it?

The answer is yes to some of all those things. Some of the poses are not terrible but might need their weighting tweaked for the anime figure. Some clothes work OK, but many are weird in the sleeves as you might expect.

There is test anime hair in community assets (see 2nd image below) that suggests it would be quite possible to make more. I found many of the built-in and community-contributed hairs have surprisingly interesting results. Consider how different the Atlantean hair (thanks Zinc Chamelelon) looks as anime:
AnimeHair.png
AtlanteanHairAnime


Many of the sliders have some sort of effect. They all have some impact on the Oscalon anime figure and can change the characteristics. At this point you are able to have some fun, but won't be anywhere near production quality. I show the aging slider with each of the built in topologies and some of our high quality community assets lingerie (thanks Punkduck).

So impheris, there is lots that can be done to make more from what is already started, but things exist at the whim of the community. We welcome any contributions you might make, and in turn feel free to inspire the creativity of you fellow community artists.

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PostPosted: Sun Feb 26, 2017 9:55 pm
by DredNicolson
The helper geometry isn't fitted to the new body shape in the original target, so any clothes that rely on the helpers will be too big, wildly offset, or otherwise freaked up. Also, the enlarged eyelids won't fully close when using the default expressions.

Oscalon may have stopped working on it, but I haven't. I made a modified version of the target for my own personal use. I primarily use it in non-100% amounts to add a degree of stylization to characters, of either sex. (My dark elf WIP in the Gallery uses around 33%.) To that end, I restored the original shape of the eye sockets to fix the default expressions. I flattened the eyeballs somewhat (by editing the helper) to correct a "bug-out" effect at strong %s. And custom-fitted the helper geometry in general to unfreak the freaked clothes.

target00.jpg
Anime_Stylized_Enhanced.target (front hair helpers hidden)


I haven't repo'd it yet because I'm unsure of the license on the original. Clear that up for me and I'll be glad to share. 8-)