What features makehuman should have to be popular

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What features makehuman should have to be popular

Postby PRAKHAR » Wed Mar 29, 2017 4:34 pm

Makehuman is a very good software for character designing, with this you don't have waste time in modelling characters un blender or other supporting software. But it has a shortage of
Posing & render_engine
in it I wish if I could design & pose here at the same time & even render to.
If the developers could try for adding this feature then ofcourse it would become popular & more useful just like Poser & daz3D is right now. I would suggest the developers to not to go only by name which they call Makehuman which only mean to make but also to make something which never tried.
Last edited by PRAKHAR on Thu Mar 30, 2017 5:17 am, edited 1 time in total.
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Re: What features make should have to be popular

Postby Aranuvir » Wed Mar 29, 2017 4:45 pm

We had this discussion plenty of times, yet. IMHO it does not make sense to reinvent the wheel again and again, since there are multiple 3D development tools available. And as far as I know the mentioned software (DAZ and Poser) fails when it comes to modeling. The pipeline for MakeHuman is just the other way round: create your model and bring to your 3D software of choice.
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Re: What features make should have to be popular

Postby brkurt » Wed Mar 29, 2017 5:12 pm

Aranuvir wrote:We had this discussion plenty of times, yet. IMHO it does not make sense to reinvent the wheel again and again, since there are multiple 3D development tools available. And as far as I know the mentioned software (DAZ and Poser) fails when it comes to modeling. The pipeline for MakeHuman is just the other way round: create your model and bring to your 3D software of choice.


Yes, posing should be done elsewhere; as the team needs to focus on import/export formats. Right now, I get a perfect flow for MH -->Blender -->Marvelous Designer through OpenCollada. It sounds like FBX is the eight-hundred pound gorilla in the room for MH import/export. :geek:

What I have learned from demonstrating MH to a wide variety of students from middle school (age 12) to university (ages 18-21) is that all the women and girls want the same thing: the opportunity to model hair and makeup. :)

I have seen several layering solutions for makeup that look promising; what is need now is a standard for hair creation. So far the best is Manuel's long braid, which btw is done manually in Blender using Proportional Editing. The man is a true master! :D
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Re: What features make should have to be popular

Postby CallHarvey3d » Wed Mar 29, 2017 5:58 pm

i am still learning blender. and that is my problem, and i assume the problem of many others. what should be easy, (export to blender to pose and render) is not. although i agree MH should not reinvent that wheel, what would be really really cool is some supporting scripts or files. for example MH community should provide some staging scenes for blender to bring your character into with lighting and cameras ready to hit render. this would be very appealing to a lot of users. also scripts in blender that automate the setup of ik or sliders for facial expressions based on the default bone structure nameing would also be amazing tools to provide that would benefit many users. I know that blendswap provides some of these options and with a little research these are not impossible tasks for even novice users but what is being requested to be built in MH is a turn key solution and i think that turn key solution could be as well or better provided as blend files and scripts
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Re: What features make should have to be popular

Postby RobBaer » Wed Mar 29, 2017 9:02 pm

CallHarvey3d wrote:i am still learning blender. and that is my problem, and i assume the problem of many others. what should be easy, (export to blender to pose and render) is not.


Since I learned you were a Max user, I've desperately wanted to explore developing an .mhx2 importer for that platform. Maybe once the python3 port is finally in the rear view mirror we could talk about this some more. We would need someone with your max-platform specific knowledge to collaborate with us if such a project (if its even feasible).

CallHarvey3d wrote:Suggestion: What would be really really cool is some supporting scripts or files. for example MH community should provide some staging scenes for blender to bring your character into with lighting and cameras ready to hit render. this would be very appealing to a lot of users.


Nice suggestions and the kind of thing this community could knock out if it put its mind to it.

CallHarvey3d wrote:Suggestion: Also scripts in blender that automate the setup of ik or sliders for facial expressions based on the default bone structure naming would also be amazing tools to provide that would benefit many users.


Another nice suggestion.

CallHarvey3d wrote:Comment: I know that blendswap provides some of these options and with a little research these are not impossible tasks for even novice users but what is being requested to be built in MH is a turn key solution and i think that turn key solution could be as well or better provided as .blend files and scripts


Ironically, I heard Manuel say this over and over before he decided to move MB Lab completely inside Blender. It is a really difficult design decision and not a black and white call how things work best. I thing there is real value in stand-alone MakeHuman, but the interface and ambitions are too great to fit inside the already full Blender interface. The question of where does it become "reinventing the wheel" is a really tough call and depends on what you are trying to get done.
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Re: What features make should have to be popular

Postby PRAKHAR » Thu Mar 30, 2017 3:16 am

Look guys I'm just 17 year old boy who has learned all commands of blender, Poser, & makehuman as well, why I'm insisting on such update because 1st I have to make the model in makehuman then to export it to blender then since my PC is of old specs I have to take it to Poser Posing.
& also what's wrong in building a new wheel, if really the bicycle is not working then always we should modify our wheels
Look makehuman really really need a game changing update otherwise it'll hard to become a master of games
I hope is joel palmius should read this update discussion
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Re: What features makehuman should have to be popular

Postby Nick_Angel » Thu Mar 30, 2017 1:44 pm

PRAKHAR wrote:Look guys I'm just 17 year old boy who has learned all commands of blender, Poser, & makehuman as well, why I'm insisting on such update because 1st I have to make the model in makehuman then to export it to blender then since my PC is of old specs I have to take it to Poser Posing.


I find it impressive you have learned ALL the the commands of Blender, I am a 35 year old (boy at heart), who has not. Blender 3D confuses the Hell out of me. But I have 3 nerd boys who I call my friends and bosses. They have showed me how to pose a model in Blender 3D. How or why would you need to take it to Poser??

PRAKHAR wrote:Look makehuman really really need a game changing update otherwise it'll hard to become a master of games
I hope is joel palmius should read this update discussion


I tend to think of MakeHuman as a master of its own calling, just as much as Sculptris and other 3D software have their own niche. MakeHuman does exactly what it says, it makes human models. Maybe someone will say let's have MakeAnimal down the road, but it sure doesn't need to be incorporated into MakeHuman. I would only suggest more plugins and maybe some simple animation.

My 3 friends I mentioned above, started working on a massive project. As recent, as last week, I asked them; "Why do you need all this software and some of it is outdated?" They explained within the Opensource market of software, some developer has a better idea every month or every week. Changes can occur quickly. If your project takes several years to form, you get a bunch of finished resources that no longer fit the current mold. If you keep updating software, the project needs to go back and rebuild all your old resources and that too will slow down your production.

If you are starting a new project, since you are well adept to Blender 3D, the current release of Blender has; Manuel Bastioni plugin - creates humans (age 18 to 80) with a pose library, facial expressions, a wide selection of face and body parameters, and the game engine to link it all. According to what little I read about the game engine, Blender can compile it to; Windows, Linux or Mac OS and you can sell your finished game without permission or any acknowledgement of Blender.

I am not trying to redirect you from using MakeHuman. But as you indicated above it sounds like you are attempting to create a game and desire an all-in-one tool. Frankly I am not into all-in-one devices, have you ever tried to use those scissors in the Swiss Army Knife? As for your hardware, I don't know enough information about your system to form an opinion. The geeks here at work, all use this Linux OS (to be honest I don't see anything different) they claim it reduces overhead and keeps memory and system requirements at a minimum. If you are using Windows, it sounds like you need to look at swapping it off for Linux at least as your work related OS. Maybe some Linux expert here can explain it better.
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Re: What features makehuman should have to be popular

Postby wolgade » Thu Mar 30, 2017 11:49 pm

Thanks Nick_Angel for your well set words. There's nothing to add.
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Re: What features makehuman should have to be popular

Postby brkurt » Fri Mar 31, 2017 2:31 am

wolgade wrote:Thanks Nick_Angel for your well set words. There's nothing to add.


I would like to add (though there is nothing to add) that's why I have several workflows set up. :o

For my upcoming graphic novel, the setup is: Ubuntu 9.04; Blender 2.49b & Blender 2.64a (acceptable version of Cycles) ; Yafaray 1.1.3 for Blender 2.4x; GIMP 2.6, Audacity 1.3; Papagayo 1.25: OpenShot 1.2.2; Stani's Python Editor. Plus little nibbles like LuxRender and Video Lan Client. :geek:

So, I've got four workstations, two laptops, and four Xeon quad rack servers working together to finish a rather large task. ;)

All this software is hopelessly outdated, but the goal must come first in 3d design and animation.
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Re: What features makehuman should have to be popular

Postby joepal » Fri Mar 31, 2017 3:20 pm

Since I was asked: I don't envision MakeHuman as such changing much in the overseeable future.

Specifically, there are no plans to change the scope of what the MakeHuman software (as such, in its core functionality) is intended to do. It's a platform for modeling human meshes. Period. It is intended to be used in a pipeline where things such as rendering and animation takes place after export from MakeHuman. For this, the existing functionality provides a stable platform and it does what it says it's doing. However, this doesn't mean that the MakeHuman community, user-contributed functionality and user-contributed content won't evolve in a rapid manner and provide more functionality than what the core MakeHuman software does out of the box.

Beside the core MakeHuman software, what I think is strategically sound to focus development effort towards, is to do the same for plugins as we've already done for assets: provide a platform and documentation in order to get a somewhat wilder flora with mostly user contributed plugins aimed at specific tasks. This still needs a lot of love to become a smoother experience, but for a start of that, you can take a look at https://github.com/makehumancommunity/c ... y-plugins/, which contain a set of useful addons (prominently the asset downloader). I hope this set of plugins will grow in the future.

Anyway, I think that all or most major feature additions will appear in the form of plugins in the future. Some of these can be developed and maintained by the MakeHuman crew, but for most specific platforms and specific needs, they'd have to be maintained by third parties. There's no way that the MakeHuman crew can get, learn and program for all major 3d and game software platforms around.
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