Getting Started With Python Version

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Getting Started With Python Version

Postby Mr909 » Mon Jan 19, 2015 1:38 am

Firstly, and I'm sorry if I missed something obvious, I cannot find a succinct explanation as to what to do with the "Python Build" version of MakeHuman. The old one worked fine even though I had the normal MH and Python, but I figured the uncompiled version better suits my needs. Any explanation as to how to actually run this thing?

Secondly, and I know this is probably a dead end to begin with, I was wondering if anyone had any sort of general idea about using a lower resolution model based on the current one and making it compatible with the current targets, possibly calculating them by running the reduction on a model with the target applied. Is there someone who's working on something like this? I know polygon reduction is supposed to happen later in the pipeline, but with the applications I have in mind, it's a no-can-do. Space is at a premium, and I plan to integrate morph targets directly into the system.
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Re: Getting Started With Python Version

Postby joepal » Mon Jan 19, 2015 8:20 am

Hm, it's hard to know where to begin here...

The distinction between "pure python" and compiled versions is many years old. MakeHuman has consisted of only python since at least 2012.

Concerning "what to do" with it, double-clicking the program icon is usually enough. Doesn't this work for you? Did you download a bundled version here? http://www.makehuman.org/content/downlo ... n_102.html

Concerning low-resolution proxies, this has been supported for years. There are several low-resolution meshes to choose between inside MH.
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Re: Getting Started With Python Version

Postby duststorm » Mon Jan 19, 2015 4:22 pm

Mr909 wrote:Secondly, and I know this is probably a dead end to begin with, I was wondering if anyone had any sort of general idea about using a lower resolution model based on the current one and making it compatible with the current targets

This technology is already present in MakeHuman and is called "Proxies".
You can find alternative topologies in the Geometry > Topologies tab.
In the future we will add more topologies, both for hi-poly and low poly scenarios.
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Re: Getting Started With Python Version

Postby Mr909 » Tue Jan 20, 2015 11:14 pm

Is there a tutorial on proxies? Because a lower-res version that's compatible with targets would be great.

No, I have a folder of scripts, the "bundled version" I think. It's not an .exe, to be sure.
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Re: Getting Started With Python Version

Postby duststorm » Wed Jan 21, 2015 2:12 am

The documentation section of the website contains an explanation of terminology, including what proxies are. There's also tutorials on how to use MakeClohtes to create proxies.
You might first want to check whether proxy741, male1591 or female1605 that are already included in MakeHuman don't suit your needs, as that might save you days or weeks of research.
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Re: Getting Started With Python Version

Postby Mr909 » Sun Jan 25, 2015 2:49 am

Okay, sounds great. Sounds like exactly what I need, actually.

EDIT: Holy cow that's low-poly!
What's the count on the basic mesh? I feel like I'm choosing between a gourmet beef dish and a packet of crackers, with no in-between. XD
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Re: Getting Started With Python Version

Postby duststorm » Sun Jan 25, 2015 11:55 am

Other proxies have not been modeled yet. But I suspect we will add a few others in the future.
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Re: Getting Started With Python Version

Postby Mr909 » Mon Jan 26, 2015 2:04 am

I'm getting more warmed up to the normal mesh as I review my options further. I guess the majority of computers nowadays can probably budget in the graphics for something like this, non?

What I'm hoping to make, by the way, is something in the vein of Fire Emblem and Final Fantasy Tactics, and I want something that can play around with different zoom levels, hopefully without pulling the old bait-and-switch on meshes in between. I'm thinking I might want someone to build an adjusted mesh that's still "friendly" to the current targets, then exporting parts of it for a character editor. I'm seriously scaling down something, whatever I decide to do. Ah, perhaps I'm a vainglorious fool for attempting it. But I shall try.
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Re: Getting Started With Python Version

Postby duststorm » Mon Jan 26, 2015 4:32 pm

The polycount of the basemesh comes pretty close to the polycount of characters used in games these days, yes.
Though this could be misleading, though, as most game characters are not nude. Probably only hands and head of the basemesh needs to be considered, together with the polycounts of whatever clothes you wish to use.
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Re: Getting Started With Python Version

Postby Mr909 » Wed Jan 28, 2015 7:22 pm

Yeah, that's for much later consideration though because I'm not the coder I wish I was. I might end up not being able to export it that way, especially with what I'm looking to do in the terms of types of clothing available. :\ There is much to be seen, still, so we'll see.
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