The market for video games and 3D animations is actively developing. In this regard, the number of software tools for the development of various models and designs is growing. This article will cover the MakeHuman application.
Description
MakeHuman is a program for creating characters, which can then be used in various games or videos. Software is distributed free of charge under the license AGPL3.
The program is focused on the rapid creation of character models, including 3D anime. The whole process is organized in the form of mixing and setting various attributes. Due to them, the final image emerges from the template.
Managed attributes can be divided into two groups: macros and drillthrough. The first is responsible for the general characteristics of the character: gender, age, height, weight and ethnicity. Detailing allows you to fine-tune many small objects: fingers, eyes, ears and more.
Using special libraries for MakeHuman, you can give the final character a specific pose, create 3D animation, choose a hairstyle, shoes and much more.
A little bit about system requirements and installation
There are no special strict configuration requirements. The amount of free disk space will require 500 MB. Since this is a program for creating characters, it is better to use a weak graphics card, preferably released after 2006.
To install the program on Windows, just download the archive from the official site and unzip it to the desired folder. As such, installation is not required, MakeHuman can even be launched from a flash drive.
For MAC OS, you need to download the DMG image, mount it and drag it into the application folder.
The thorniest installation path will be in the Linux line. For Debian-based distributions, you have to enable PPA. Since repositories can change with the advent of new versions, their current address can be obtained on the official website of the project. Non-Debian distributions will have to use the source.
Configuration and settings
The program for creating characters MakeHuman has a large number of different options and settings. To see them, go to the Settings tab and open the General tab.
On the left is the Slider Behavior block, containing:
- Update real-time. This option redraws the shape after each change. It is worth noting that its inclusion will require increased consumption of computer resources.
- Update normal real time. Updating normals with every change. It also contributes to an increase in the gluttony of the program.
- Fit objects in real time. In the process of transformations, all objects - teeth, hair, eyes, etc. - will be installed and redrawn.
- Autozoom camera. Centering and zooming in on the editable object. Gives convenience in development. However, it can interfere with detailed modeling. Therefore, the option is disabled by default.
- Slider images. Displays preview screens of applied effects. Hiding them will lead to savings in the workspace.
The next block - Units - is responsible for units. It can have two values ββ- metric or SI (meters, centimeters) and royal (feet, inches).
The Startup block determines what to do when the program starts. It contains only two options: Preload macro targets and Restore windows size. The first is responsible for preloading models. It can greatly slow down loading time if the project has not been compiled before. The second simply remembers the size of the window, restoring them the next time it starts.
Theme and Language blocks define the theme and language of the program, respectively.
Workspace interface
At the top of the window is a toolbar. It allows you to open, create models, change position, add faces.
Tabs and sub-tabs with options and settings go a little lower.
Focus is on the main workspace in which the model is located. To the left and right of it are the option panels. Below the workspace is a progress bar. The lower part is the information panel with data on the field, weight, height and other information.
Main control panel
Logically, it is divided into 6 sections. Each of them determines the scope of the elements located in them. Description goes from left to right:
- The first three icons are open, save and export. All of them, one way or another, are associated with files. With the first two, everything is clear. But export allows you to save the created model in a separate format for integration into other projects.
- Editing block. Present in almost all programs. It is responsible for rollback of changes, their return, as well as reset to the initial state.
- View block. This is nothing but a mapping method. Contains icons for switching to smooth, wireframe and background mode.
- Symmetry block. You can adjust the position of the model relative to the axis.
- Camera Placement Unit. Contains presets for moving the camera to the desired part.
- The last block includes reference information.
Tabs
The program for creating characters MakeHuman has a huge number of tabs with a variety of options and attributes:
- Files Here all the elements related to working with files are collected: creating, saving, loading the last used.
- Modelling. It contains all the options and settings necessary for direct modeling.
- Geometries. Such a field includes presets for overlaying individual geometry objects: hair, clothes, eyes, and much more.
- Materials. Contains materials available for used objects.
- Pose / Animate. Tools to give animation models and poses.
- Rendering. Options for visualizing the model.
- Settings - program settings. This menu has already been discussed above.
- Utilites. Additional utilities are located here.
- Help - help.
First samples
The following is a short instruction on how to start modeling the simplest model in the program for creating 3D characters.
All work takes place in tabs under the control panel. When you open the program for creating 3D MakeHuman characters, a default model will be displayed in the workspace. However, it is similar to a blank without any features and nuances. It is worth considering how to give the model personality.
Hair
Oddly enough, the default model comes without any hair and other vegetation. To add them to a personβs head, go to the Geometries tab, Hair sub-tab. There are several predefined hair patterns. In the program you can create your own or download and import ready-made ones.
clothing
The Clothes tab contains several sets of clothes. You can experiment by dressing the model in one thing, then in another.
Body constructions
The Modelling tab contains a set of settings for configuring body parameters. Main - these are the main characteristics such as gender, age, muscles, weight, height and others. Gender is responsible for the key parameters of the differences between the female and male bodies. Face allows you to fine-tune the characteristics of the face, up to the exact match with the original, if any. You can set everything, even options such as the angle of the chin.
Torso is responsible for the parameters of the person. Body weight, muscle presence, vertical dimensions and many other interesting settings.
A separate line is the parameters of the arms and legs. Very fine-tuning allows you to create absolutely any image: at least an athlete, at least a person of lean physique.
In the end, you can create a visualization of the developed model in the form of a picture, in which the resulting creation is studied in an actual form.
Installing new material options
If the user downloaded the finished material from a separate site, then it can be applied in the model. For example, clothing consists of several files with different extensions. So that the program can access the new object, you need to put these files in a specific folder along the path MakeHuman \ v1 \ data \ clothes. After that, new objects will appear in the application in the "Materials" section.
Interesting features of the program
Not so long ago, the localization of MakeHuman in Russian appeared. To change it, you need to go to Language in the settings and select the required parameter. The interface will change after restarting the program.
Vivid opportunities for creating anime 3D open up almost unlimited scope for creativity. MakeHuman is actively used to create simple three-dimensional games. This helps the mechanism for integrating 3D animation into the program.
MakeHuman supports transferring data to other similar tools. For example, you can export the model to IClone Studio.
The program has a large community of its own. In it, you can find out the latest news, solve a problem that has arisen, or find a finished object, such as hair, clothes, and more. This helps beginners quickly get comfortable with MakeHuman.
Conclusion
The fact that the program for creating anime characters on MakeHuman is absolutely free, as well as its relative undemandingness to the resources of a personal computer, made it possible for the application to become very popular among novice developers and ordinary users, as well as professional specialists.