Goal was to depict a fair-built androgynous form, named the HoMunculus. The initial mesh occupies a middle ground, being neither pronounced masculine, nor pronounced feminine, neither young nor old and having a medium muscular definition. MakeHuman Team developed a model that combines different anatomical parameters to transition smoothly from the infant to the elderly, from man to woman and from fat to slim. For this purpose, the design of a 3D humanoid mesh that can readily be parametrically manipulated to represent anatomical characteristics has been pursued, the mesh includes a common skeleton structure that permits character posing. The aim of the project is to develop an application capable of modeling a wide variety of human forms in the full range of natural poses from a single, universal mesh. Evolution towards a universal model topology Evolution of the hand topology Evolution of the head topology Ī community website was established June 2015 featuring a forum section, a wiki, and a repository for user contributed content for the program. The most recent intermediate version is 1.1.1, as of March 5, 2017. MakeHuman 1.1.0 has been released May 14, 2016, around two years later. The stable version 1.0.0 was officially released March 14, 2014. Development continued at a pace of 2 releases per year. Hence, in 2009, the team decided to go back to the Python language (with a small C core) and to release MakeHuman as version 1.0 pre-alpha. While performant, it was too complex to develop and maintain. During successive years, the software gradually transitioned from C to C++. At this point, version counting restarted from zero. In 2005, MH was moved outside Blender, hosted on SourceForge and rewritten from scratch in C. In 2004, the development stopped because it was difficult to write a Python script so big using only Blender API. The project evolved and, in 2003, it was officially recognized by the Blender Foundation and hosted on. A year later, a team of developers had formed, and they released the first version of MakeHuman for Blender. The ancestor of MakeHuman was MakeHead, a python script for Blender, written by Manuel Bastioni, artist and coder, in 1999. In 2004, MakeHuman won the Suzanne Award as best Blender Python script. These projects may or may not be commercialised. Models exported from an official version are released under an exception to this, CC0, in order to be widely used in free and non-free projects. MakeHuman is free and open-source, with the source code and database released under the GNU Affero GPL. With these two methods, together with a simple calculation of a form factor and an algorithm of mesh relaxing, it is possible to achieve results such as the simulation of muscular movement that accompanies the rotation of the limbs. The work deals with morphing, using linear interpolation of both translation and rotation. The development of MakeHuman is derived from a detailed technical and artistic study of the morphological characteristics of the human body. The interface is easy to use, with fast and intuitive access to the numerous parameters required in modeling the human form. The tool is specifically designed for the modeling of virtual 3D human models, with a simple and complete pose system that includes the simulation of muscular movement. In order to make it available on all major operating systems, beginning from 1.0 alpha 8 it's developed in Python using OpenGL and Qt, with an architecture fully realized with plugins. The MakeHuman approach is to use sliders with common parameters like height, weight, gender, ethnicity and muscularity. It uses a very simple GUI in order to access and easily handle hundreds of morphings. Using this technology, with a large database of morphing targets, it's virtually possible to reproduce any character. Interpolation of MakeHuman characters: the 1st, 3rd, 5th, and 7th are targets, while the others are intermediate shapes. For example, given the four main morphing targets (baby, teen, young, old), it is possible to obtain all the intermediate shapes. Starting from a standard (unique) androgynous human base mesh, it can be transformed into a great variety of characters (male and female), mixing them with linear interpolation. MakeHuman is developed using 3D morphing technology. It is developed by a community of programmers, artists, and academics interested in 3D character modeling. MakeHuman is a free and open source 3D computer graphics middleware designed for the prototyping of photorealistic humanoids.
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