Difference between revisions of "Documentation:Basemesh"

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(Created page with " In this chapter the base mesh is explained. The base mesh is the standard body mesh used in MakeHuman. MakeHuman displays a visible mesh on the screen but inside it works wi...")
 
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Some bones do not end in such a cube. The reason: bones can use each vertex available in helper-geometry or body. For the default skeleton there are two different other methods used:
 
Some bones do not end in such a cube. The reason: bones can use each vertex available in helper-geometry or body. For the default skeleton there are two different other methods used:
  
(1) red dots: for e.g. the lowerarm01 and -02 bone the connecting point in the middle is calculated buy simply summarizing the start and the end point of the complete lower arm. So this is a special case where rotation only is allowed in radial direction like in reality (simulating the bones ulna and radius of the lower arm).
+
(1) red dots: for e.g. the lowerarm01 and -02 bone the connecting point in the middle is calculated by simply summarizing the start and the end point of the complete lower arm. So this is a special case where rotation only is allowed in radial direction like in reality (simulating the bones ulna and radius of the lower arm).
  
 
(2) blue and yellow dots: The bones end directly on a vertex of the skin. Especially for facial expressions the face-bones (simulating muscles) use vertices on the skin directly. The yellow dots are use for the tongue, they end on the tongue helper.
 
(2) blue and yellow dots: The bones end directly on a vertex of the skin. Especially for facial expressions the face-bones (simulating muscles) use vertices on the skin directly. The yellow dots are use for the tongue, they end on the tongue helper.

Revision as of 11:11, 29 November 2020

In this chapter the base mesh is explained. The base mesh is the standard body mesh used in MakeHuman.

MakeHuman displays a visible mesh on the screen but inside it works with additional geometry to allow a better handling of clothes, to have helping geometry for bones etc.

Basemesh1.png

The complete mesh has an exact number of vertices and each vertex has a number, starting with number 0 to 13379 for the body and then continues to 19157 for the helper-geometry.

These are current number ranges:

Vertex numbers
name start end purpose
body 0 13379 visible mesh
helper-tongue 13380 13605 weighting and deforming the tongue
joints 13606 14597 used to connect bones to
helper-x-eye 14598 14741 weighting and deforming the eyes
helper-x-eyelashes-y 14742 14991 weighting and deforming the eyelashes
helper-lower-teeth 14992 15059 weighting and deforming the lower teeth
helper-upper-teeth 15060 15127 weighting and deforming the upper teeth
helper-genital 15128 15327 weighting and deforming the male genitals
helper-tights 15328 18001 weigthing and deforming clothes near the body
helper-skirt 18002 18721 weighting and deforming a skirt
helper-hair 18722 19149 weighting and deforming the hair
ground 19150 19157 calculation of difference between root-bone and ground


Internally that means: when a target e.g. resizes an arm, then also the tight-helper must be deformed. If the arm will be longer, some of the cubes for the joints will also be moved.

For a better overview: these are the components of the helper.


Basemesh2.png


The joints are a special helper. These are tiny cubes placed (mostly) inside the body. Each cube has 8 vertices, the median is used e.g. as a start- or end-point for a bone. This allows to determine the bone position inside the body. The following overview shows the joints of the upper body

Basemesh3.png


Some bones do not end in such a cube. The reason: bones can use each vertex available in helper-geometry or body. For the default skeleton there are two different other methods used:

(1) red dots: for e.g. the lowerarm01 and -02 bone the connecting point in the middle is calculated by simply summarizing the start and the end point of the complete lower arm. So this is a special case where rotation only is allowed in radial direction like in reality (simulating the bones ulna and radius of the lower arm).

(2) blue and yellow dots: The bones end directly on a vertex of the skin. Especially for facial expressions the face-bones (simulating muscles) use vertices on the skin directly. The yellow dots are use for the tongue, they end on the tongue helper.