MH 1.1.0

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Re: MH 1.1.0

Postby duststorm » Wed May 06, 2015 6:36 pm

If MakeHuman was receiving funding or other help from third parties, as an open source project we would communicate about this, instead of leaving room for doubt and uncertainty.
Since nothing of the sort has been communicated, it's safe to assume we are still carrying this project in our own hands.

Unless incentives are provided, such as development aid, financial means or other types of support, no specific sector or use case will be treated with priority. Until that time we will develop MakeHuman based on our own priorities. Of course MakeHuman is open source so anyone can contribute to it or adapt it to different scenarios.

The reason why v1.1 is not released yet is because the developers (mostly me, I fear) have day jobs and social lives which sometimes tend to take up most of our available time. MakeHuman development will happen when possible, and it will be finished when it is finished. It's hard to put hard deadlines on this considering the limited resources we have.



KiloRad wrote:Are you considering including a topology which is optimized for sculpting, will it be possible to import custom topologies in the future?

This feature is already included. There is a Geometries > Topology tab.
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Re: MH 1.1.0

Postby elijlyn » Thu May 14, 2015 5:12 pm

I am also anticipating the MH 1.1.0 release I've followed the project since it was a blender script makehead and it has evolved into something truly amazing.
Being open source make it even more special. Hopefully in the future there can be a makehuman store similar the blenders, I know I would support the project
or a place were users can sell addons, skins, clothes and other things and share a percent of the proceeds with the makehuman org. I just wish I had some python skins to help out.

So, you guys take all the time you need for development and we will wait patiently for the release.

Thanks so much for your work!!!
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Re: MH 1.1.0

Postby skyregent » Sat May 16, 2015 10:46 am

If i can has MH 1.1.0 i will provide 1.2 billion dollar, delivery in person, im legit.

i also can send food if you desire, like grapes and melon.

The world is hyped about new MH.
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Re: MH 1.1.0

Postby brkurt » Sat May 16, 2015 6:55 pm

I believe that I misunderstood some of Manuel's posts concerning restructuring. I would like to say, however, that looking over funding strategies like Kickstarter or (in Canada) Dragon's Den, MH is head and shoulders above most projects. :)

I had my introductory psychology students a few years ago write a long essay question about how to implement MH to create a 'Good Hair Day' mobile app that would mimic facial expressions and visemes in several languages simultaneously, and they rose to the challenge. :D

So....MH is situated to be a world-beater. What the dev team does with that reality is up to them. ;)
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Re: MH 1.1.0

Postby KiloRad » Sun May 17, 2015 12:44 am

This feature is already included. There is a Geometries > Topology tab.


I saw that but there does not seem to be any want to import a custom Topology, and the Topologies which are provided are all low poly. Ideally a higher poly Topology would be included without any topological flows. Like the mesh on the left side of the image I attached. It would also be nice if the eyes were part of that mesh and the mouth was closed. It bad for sculpting when things like the breast come to a point. I am willing to model the mesh If it will be included into Make Human but ideally there would be a way to import custom meshes.

topology.jpg
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Re: MH 1.1.0

Postby duststorm » Mon May 18, 2015 8:59 am

KiloRad wrote:there does not seem to be any want to import a custom Topology

In fact, there is. It's only that the process of creating them is a little involved. You have to use the MakeClothes Blender script to fit your topology to the basemesh. We are working to make MakeClothes easier to use in the future, though.

KiloRad wrote:the Topologies which are provided are all low poly

The topologies that will be included in v1.1 are all high quality, check the nightly builds to see them.

KiloRad wrote:Ideally a higher poly Topology would be included without any topological flows. Like the mesh on the left side of the image I attached. It would also be nice if the eyes were part of that mesh and the mouth was closed. It bad for sculpting when things like the breast come to a point. I am willing to model the mesh If it will be included into Make Human but ideally there would be a way to import custom meshes.

I believe we do not yet have such topology, and indeed I agree that it would be a good idea to add such a topology.
If you'd like to help out by modeling such a topology, we should be able to get it included in MakeHuman. :)
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Re: MH 1.1.0

Postby Manuel » Mon May 18, 2015 9:17 am

KiloRad wrote:Like the mesh on the left side of the image I attached. It would also be nice if the eyes were part of that mesh and the mouth was closed


Can you make a sketch?
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Re: MH 1.1.0

Postby learning » Mon May 18, 2015 7:24 pm

Is there maybe a way you could organize some sort of a fundraiser to hire a fulltime dev for some time in order to implement the most popularly desired features?
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Re: MH 1.1.0

Postby Manuel » Mon May 18, 2015 10:32 pm

learning wrote:Is there maybe a way you could organize some sort of a fundraiser to hire a fulltime dev for some time in order to implement the most popularly desired features?


Yes, we are working on it. It should be ready in the middle of summer.
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Re: MH 1.1.0

Postby KiloRad » Tue May 19, 2015 2:00 pm

I am used to a different geometry for the nipples more like the one below. Actually the existing geometry sub divides fine it just seems different and it was the first thing my eye went to. :lol:

nip.png


The bigger issue is that the sculpting program I am using crashes when I try to load the standard mesh. It really does not like the mouth and eye cavities. When I remove them and close up the mesh its fine. It’s kind of a pain having to do that manually for every model though. The cavities might also create problems when baking a normal map. Closing the mouth should be easy and I thing modeling pockets for the eyes may be the best way to address that issue. It would be nice if it was possible to make the eyes part of the mesh but I am not sure that would work.

Can you make a sketch?


I can provide wire frame renders or a modified version of the existing mesh.
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