![]() ![]() Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Communit This version of MakeHuman bundles the asset downloader plugin. In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of themĪssets can now be downloaded from within MakeHuman: The license has changed to be more comprehensive and permissive Otherwise MakeHuman won't answer, and you will get an error in Blender Note that for the importer to work, you will have to go to the Community -> Socket tab in MakeHuman and enable "Accept connections". Further, the importer supports improved skin features such as skin pores and SSS This will make it significantly easier to develop assets aimed at a specific body type By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. The importer UI supports a wide range of settings and presets. The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import) The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes.), materials, rigs and poses. ![]() In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file The new Blender integration: Makehuman plugin for Blender (MPFB): But it was work that needed to be done before we could move forward with implementing new features Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor bugs and glitches We realized that the system would soon not be possible to run or develop on several platforms Thus, the need to bring the code up to modern times became critical. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds The user interface was implemented in Qt4, via PyQt4. The final end of life for python 2.7 was january 1, 2020 The system was written for python 2.6 and then upgraded when needed to python 2.7. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. The main focus of this release has been to modernize the code. Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds) Save thumbnails directly from the internal render engine MHX2 is bundled in the default installation ![]() Configurable location for the home folder Show Name Tags instead of file names in the file loader Tags for models (with configurable tag count) Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions Improved internationalization support for non-ASCII characters (backported) There is a new Mass production functionality for generating large sets of randomized characters Third party assets can be downloaded from within MakeHuman with a simple point and click procedure ![]() There is a new tool "MakeSkin" for creating materials The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch The license has changed to (hopefully) be more clear and permissive There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt ![]()
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