by Ricardo2020 » Thu Oct 28, 2021 6:19 pm
This thread shall discuss the proper procedure for building a finished complete model which can be used inside your favourite 3D software. Since I am using Linux Mint, Windows or MAC OS users will want to observe any differences with mentioned path references pertinent to their machine and OS.
Credit for the knowledge used within this brief set of instructions goes out to Joepal, Woodcat, Elvaerwyn and Punkduck.
I am planning on building out this tutorial, with images depicting the process, later on when time allows. Until then, I give you these methods which were successful in my own model creation efforts inside Makehuman v1.2.0 running on Linux Mint Cinammon 20.1 Uma.
I learned that file naming is critical to function when it comes to saving targets and applying them to a base for a save to a new model. If the letter case and underscore are not attended to in a manner which MH understands and properly parses, the model will not save the target.
I ran an experiment to this effect to learn the truth of this wisdom. Paying attention to the file name syntax that MH understands is critical. There can be no spaces in the file name. Replace any spaces with underscores. It is also prudent to use all lower case letters when giving the saved target file its name.
And so, here is the process which yielded success for me. I believe it will also work for you.
In a nutshell, it goes like this:
1. Launch MH and turn on division and symmetry buttons on the top toolbar.
2. Build the model from the base without assigning any assets other than the targets needed to create the desired body shape.
3. Go to the save target tab under the utilities tab and save the new target while observing the proper naming syntax for the target.
4. Close MH.
5. Launch MH.
6. Apply the saved target to the base.
7. Save the model with a new name. (I like to use the one I gave the target unless this target is going to get used for more than one model.)
8. Reload the model to check that the target holds, which it should if all is done according to the instructions above.
9. Finish the model by applying geometries, materials, pose and expression, etc..
10. Save the model over itself (replace).
11. Reload the model to check for proper build, which should show all elements saved if the instructions above are followed.
12. In the save dialogue within the left pane of MH under the file and save tabs, create a UUID and fill in the tag entries. For these, I like to do it like this: race (human or non human), gender, skin type (Caucasian, Negro, etc.), age (infant, child, young, middle age, old, etc.), body type (thin, thick, obese, etc.).
13. Save the model one more time with all of the meta data fields filled out and the UUID created.
At this point, the model can be exported for use in another program. I like to save all the options and file types to a folder inside /home/Documents/makehuman/v1py3/exports/model name/*.*. This will contain all the assets needed to work with the model in any given 3d software, including the textures, pose, expression, targets, mesh, and all helpers in place along with binaries for the files which offer them as an option during the export.
Doing all the above ensures that a complete workable model is available for use across any work flow with any 3D application.
I look forward to seeing what the folks in this community are able to create using the method described above. Also, I welcome any discussions on this, including any issues or refinements you discover along the way. I expect to see some resulting renders in the forum gallery.
Many thanks in advance to all who participate and contribute.
Happy modelling!
Paddle faster. I hear charango music!