Hi, first post here.
I'm looking at using MH as a part of our modeling pipeline for game production. We are a small team, and MH looks like it can be a big time-saver. After looking at the latest nightly build, here are some questions I have.
1. We have a standard topology flow that we like to use on all of our human characters that differs from all of the mesh options currently available. Maya is our 3D software of choice, so for now the plan is to generate a base mesh in MH, then just re-topologize in Maya. Would it be possible to contribute the topology that we use to the MH project? Having the option to export with our topology would be much more efficient than re-topologizing every character. The main topology I'm concerned with is in the face. And we're mainly looking at generating different base heads that we want to have the same edge-flow.
2. I've seen other posts asking about getting the T-Pose inside of MH. I don't mind the A-pose position for the arms since it helps with deformations, but for our rigging solutions, the legs present a problem. We need a character to be standing straight, so the the hip joint is directly above the ankle. Again, currently we'll just fix this in Maya by exporting an FBX, manually rotating the legs, then removing that skeleton and rigging the model with our own tools. Would it be possible to have a slider that blended between the A-pose and T-pose? Having the options to blend the arms and legs separately would also be really great.
3. Is the Joint Placement for the Rigs in MH meant to be anatomically correct? Just curious as this could be helpful when placing our joints for our own rigs inside of Maya.
Lastly, I'm sure this has been asked and answered many times, but I want to be absolutely sure... Can my company use Make Human as part of our pipeline for projects that we sell commercially?
Thanks, and I'm really looking forward to seeing how Make Human continues to develop!