Ceath wrote:Thanks for the answer.
Is there any way to find that base state and a target state and their values for each parameters?
I think your attempt at abstraction is actually complicating things. There is a base mesh, i.e. a set of vertices (with 3D positions) with connecting edges and faces. Someone then uses a program like Blender to move the vertices around to produce a modified mesh, for example with longer limbs. MakeTarget just records the difference in position of each vertex. When the slider is at zero the mesh is unchanged, when it is at one all of the vertices have been moved by the same amount as they were moved in changing the base mesh to the modified mesh, with intermediate values of the slider moving the vertices a fraction of that offset.
You can look at the initial base mesh in MakeTarget.
To complicate things slightly, there are six models for the six permutations of sex and race. The initial state when you start MakeHuman applies the targets (offsets) for each of these equally, and the gender slider sets the ratio of the three female targets to the three male targets, while the race targets determine the ratio that the African, Asian, and Caucasian race targets are applied, with the sum of the three always adding up to 1. Thus, what you see is always some mix of the six race targets, there is no way to get to the base mesh using the built-in targets, although there are user-produced targets that will set a particular configuration of the mesh, such as the startup mesh, back to the base mesh.
So everything just comes down to moving vertices along the offset between two meshes, there are no parametric equations describing long limbs or waist size. To produce a new target you have to, by whatever means, produce a new mesh. For the most part this is done manually in an ad hoc fashion. You can of course do things like scaling the model to produce a transformation that can be more easily described, but in the end the system isn't aware of the means by which the modified mesh is produced.
P.S. The original base mesh is somewhat arbitrary, the six gender/race meshes are the real base point, you could use anything for the base mesh and then produce targets for the six meshes relative to that.