11/24/2023 0 Comments Makehuman install proxy![]() The upside of going the MHM way is that you get a dynamic model with targets loaded as shapekeys, and which thus can be further modeled in MPFB. This can be done without having MakeHuman running or even installed. If you do that and run MakeHuman, you will get a new functionality in the tab "Community/Download assets", which connects to this server and lists all the assets that you don't already have, allows you to filter them by category and to preview/download/install those that look the most interesting. As an alternative to using the online import from MakeHuman, you can load an MHM file directly. It will still work if you just dump all the proxy files into Documents/makehuman/v1/data/proxymeshes/ The EASY way is to get the latest MakeHuman along with its "community plugins", and to install (that is, copy into the "plugins" folder next to makehuman.exe) the folder called 8_community_assets. Anyway, the hard way to add a proxy from here is to download all the files manually and put them into Documents/makehuman/v1/data/proxymeshes/FolderName/, where "Documents" is your personal Documents folder as a Windows user (or a similar folder if you're on Mac or Linux), and "FolderName" is any sensible name, useful only to keep the proxies organized if you have many, such as if you're editing one and want to compare several iterations. It's hard to imagine a less convenient environment for writing up step-by-step instructions than a single line of text that wraps around the screen. Also, this isn't really relevant, but I hate how we're not allowed to add line breaks in these comments or in the description of an asset. To my defense, there should really be a common set of instructions for using proxies somewhere (like, I dunno, here: ) - no sense giving a detailed how-to for each proxy if they all work the same way. I also cleaned up a few vertices in the neck area that were shifted for no apparent reason, and made sure the proxy was entirely symmetric (except maybe for the UVs). Future versions may include remodeling/retexturing, but really it's the messed-up vertex weights that I felt like fixing. If you prefer the "remapped" UVs by MTKnife, you can use that OBJ instead, since it's the exact same topology (be sure to remove the binary *.npz file after you swap the *.obj, so that MakeHuman knows to regenerate the topology with the new UVs). this is especially WEIRD / HYPOCRITICAL because you can still manipulate female breast size in version 1.1 ( without special proxy loads) YET we cannot access male genitalia at all in version 1. The result is a bit toon-like, but I think it fits in well with the coarse detail of the mesh itself. ![]() Instead I used the male genital regions that are present on all of the base textures. The UVs stay close to those of the original OBJ, in that they do not map to the detailed female genitalia texture (which works best with the "old" proxy). I regenerated the proxy with a simple projection along Y, and it works OK now. Like the "old" female genitalia proxy, the newer one (named simply "Adult Female Genitalia") did not deform properly when morphed or animated.
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