Documentation:Index
Makehuman Manual
Documentation:Big dump from drupal
IntroductionMakeHuman definition and vision. The goal of Makehuman is to see it used in 2 different professional pipelines. An overview of the professional topology provided by MakeHuman The various licenses that apply to MakeHuman and External tools General overviewHow to install MH on Windows, Osx and Linux. The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help. Navigating the scene using the orbital camera. Load Save and Export Describe file actions for MakeHuman Define Human CharacteristicsA quick introduction to the parametric modelling and sliders usage. Hair in the MakeHuman Geometries group How to change skin and materials for hair and clothes. Special modifiers. MakeHuman provides a smart alternative topologies library Rendering Your WorkThis section explains how render the character in MakeHuman How to set lights and how to see and save the rendering SettingsHow to set the general preferences How to use backgrounds for reference. Explanation of mouse settings Configuration of shortcuts in Makehuman Management of Makehuman plugins Tools and contributing methodsHow to download and install the addons for Blender Description of MakeTarget™ tool, to create custom morphings for MakeHuman. Description of MakeClothes and its user interface. MakeWalk is a Blender add-on for retargeting mocap data (.bvh files) to a given armature. Description of the GUI integrated in Blender. Explain the meaning and use of source and target armature. Utilities: save and restore the defaults, manage actions, t-pose, etc. This document will describe common errors and corrective actions. MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender. If pose/animate > skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features. The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl). The mhx importer creates objects on the first four layers. Converting files produced with the most common modelling software, without Blender. MakeHuman support a variety of languages. It's very easy to add translations. Reporting a BugIntroduction to the new Makehuman bug tracker How to report bugs using the log files. Developers' noteThe best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it. A description of the MakeHuman development infrastructure. Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code. The organization of distributed development. Describes the details of creating installable packages on major platforms Summary of the MH API reference. Describes the formats used internally for data and object storage. [CRUDE NOTES] How to make a new plugin and use it in MakeHuman Packager's notesPackaging procedure and setup. |
Tutorials
A tutorial illustrating the MakeClothes workflow. The basic MakeClothes workflow. The output of the clothes-making process depends on how vertex groups are assigned. A practical example of custom target MakeWalk tutorial, focusing on the Edit Action panel. Making an extended run on a plane. High heels and slopes. The race. Rough terrain. Tutorial on using the editing tools in MakeWalk. |