Editing MH script - help?

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Editing MH script - help?

Postby EagleBZ » Mon Apr 06, 2015 7:46 pm

Hi, still using MH to make people characters. Am sticking by the version I like best, it's v6793, I believe-win32. I use Windows.
So I'd like to somehow edit the script of this program so I can give myself more options/features, such as:

ability to modify number of digits (fingers & toes) up to certain preset (6 or 7 or 8)
ability to modify number of limbs (arms/legs) to preset amt,
ditto for ears, eyes, etc, how do I do this?
ability to import animals d/l from sites like 3D Warehouse & modify them into new or different creatures, and so forth..
I really like using this program to create my characters, and I would like to see it get more features/improve on it

So could you guys please help me out?

thanks in advance.
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Re: Editing MH script - help?

Postby joepal » Mon Apr 06, 2015 10:39 pm

EagleBZ wrote:Hi, still using MH to make people characters. Am sticking by the version I like best, it's v6793, I believe-win32. I use Windows.
So I'd like to somehow edit the script of this program so I can give myself more options/features, such as:

ability to modify number of digits (fingers & toes) up to certain preset (6 or 7 or 8)
ability to modify number of limbs (arms/legs) to preset amt,


MH never works with modifying the base mesh (as in creating or deleting mesh points). It only moves a given set of mesh points around.

For the theory, see https://www.youtube.com/watch?v=X13k7H3dNHo

However, if you can handle this restriction it'd be possible to do the finger thing by making the mesh slightly less dense in the hand area and instead mold it into new fingers. Making new arms would probably be a lot harder though, because the mesh would become to sparse.

In this case you'd probably be better off implementing extra body parts as clothes.

Note that none of the existing rigs will be able to modify the new limbs no matter which approach you use.
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Re: Editing MH script - help?

Postby duststorm » Tue Apr 07, 2015 7:16 am

The topology of the mesh is fixed, unless you provide an alternative one. Even in that case, the alternative topology follows the shape of the original mesh.
In short: it was not intended for this.
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Re: Editing MH script - help?

Postby EagleBZ » Sat Apr 11, 2015 6:18 pm

Re: Editing MH script - help?

Post by duststorm » Tue Apr 07, 2015 7:16 am
The topology of the mesh is fixed, unless you provide an alternative one. Even in that case, the alternative topology follows the shape of the original mesh.
In short: it was not intended for this.


well, is there any way to modify the original mesh?

Or maybe import meshes from poser or daz-3d, combine them as a new mesh?
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Re: Editing MH script - help?

Postby Mikel_J_Gee » Sun Apr 12, 2015 12:55 pm

Well .. I do not know, why You ask those questions, like import from "others" and combining with "original", or how to modify...

You are here for more than one year now, and I think after a year also for the latest, should be clear for what purpose MakeHuman was/is "constructed".

So why? There's (f.e.) Blender to do those "things" You suggest to do. But, and that's the real BUT!: afterwards it has nothing, absolutely nothing to do with the original human character anymore and so it has nothing to do with MH anymore.

I do not know, why it's so extremly difficult for some people to understand that "MakeHuman" means to MAKE HUMAN and not to make alians. Otherwise the program would have had a name as something like MakeCreatures or something like that.

The intention (I do not know how often this has to be repeated, again and again) of MH is to assist in creating realistic human characters and not fantastic creatures with a slight sense of humanity.

I am realy impressed of the calmness of the MH people concerning those discussions, again and again.
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Re: Editing MH script - help?

Postby duststorm » Mon Apr 13, 2015 8:20 am

My suggestion is to use MakeHuman as a base to start from for your work (if it fits that purpose), and then do all custom modifications you want in a tool such as Blender.
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Re: Editing MH script - help?

Postby EagleBZ » Tue Apr 21, 2015 7:39 pm

ok, i got it now. the truth struck me in the head like lightning, saying "Oh! MH is for making humans only!"

my apologies for asking such a stupid question (sigh)
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MH morph repository and extensions.

Postby Tom_Telos » Wed Apr 22, 2015 2:25 am

EagleBZ wrote:...my apologies for asking such a stupid question (sigh)

No, please! Your question is not stupid.

Great artists find new uses for old tools; modify them; invent new ones. That’s good.

The MH developers have focused on human anatomy,
which is challenging and time-consuming enough
—especially when they’re not getting paid!
When YOU wish to model complex humanoid fantasy creatures,
isn’t it great to not have to start from a blank screen?

You can start from MH, Victoria 4, Genesis 2, Dawn, etc.
The latter have tons of highly realistic morph targets,
but they also have technical provisions for going beyond the strictly human.
Here’s a suggestion for the MH developers:

    How about an open repository of morph targets for MH
    (open as in, come one come all, to encourage participation),
    complemented with an Editor’s Choice selection, to encourage quality?
    :geek:
Last edited by Tom_Telos on Thu Apr 23, 2015 4:44 am, edited 1 time in total.
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Re: MH morph repository and extensions.

Postby joepal » Wed Apr 22, 2015 8:40 am

Tom_Telos wrote:How about an open repository of morph targets for MH
(open as in, come one come all, to encourage participation),
complemented with an Editor’s Choice selection, to encourage quality?


Maybe it could then be integrated with this:

viewtopic.php?f=4&t=11253
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