<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>FAQ (creating assets) :: MakeHuman Community</title>
    <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/index.html</link>
    <description>FAQs about creating assets</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <atom:link href="https://mpfb-demo.ampho.re/assets/creatingassets/faq/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>How can I create a thumbnail file?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_a_thumbnail_file.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_a_thumbnail_file.html</guid>
      <description>Thumbnail files for assets, are PNG-files that are renamed from “filename.png” to “filename.thumb”. The default resolution is 128x128, though another resolution should work, too. Of course, the thumbnail file must be in the same folder as the asset and must be named equally to the asset (except the filename extension).&#xA;The filenames are case sensitive, so “Filename.thumb” and “filename.thumb” will refer to different files and e.g. “Filename.thumb” will not work with “filename.mhclo”.</description>
    </item>
    <item>
      <title>How can I create clothes?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_clothes.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_clothes.html</guid>
      <description>To download the Tools, navigate to plugins page Download MakeClothes 2 at least.&#xA;With version MakeHuman Version 1.2.0, best is to also download MakeSkin and MakeHuman plugin for blender. (for MakeHuman plugin for blender, the MakeHuman plugins MHAPI and Socket are needed)&#xA;The documentation of current MakeClothes is here.</description>
    </item>
    <item>
      <title>How can I create extra bodyparts?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_extra_bodyparts.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_extra_bodyparts.html</guid>
      <description>If you wish to add extra body parts (wings, genitalia, horns…) you have three options:&#xA;Deform the base mesh. In practice, you are making a new target, see [[FAQ:How can I create targets?]]. For small modifications, this is the most portable options, but it becomes nonviable for large body parts. Make a proxy which has the body part. See proxies. For modifications that requires larger mesh densities in some areas, but which still follow the basic shape of the base mesh, this is the best option. This is the recommended approach for, for example, genitalia. The upside of this is that you don’t get any seams between the body part and the main body. Add the body part as if it was a piece of clothing, this should be done with MakeClothes. Body parts that are essentially separate from the body (think angel wings) would probably benefit from being done this way. The downside is that you will most likely get visible seams/transitions between the extra body part and the main body. In the latter two cases, it might become interesting to work with only 3 vertices as a reference because these always form a rigid vertex group. See the example at the bottom of the linked document.</description>
    </item>
    <item>
      <title>How can I create hair?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_hair.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_hair.html</guid>
      <description>Technically, hair is a form of clothes. So also MakeClothes is used in this case. The only difference is you place it in the “hair” directory instead of the “clothes” directory.</description>
    </item>
    <item>
      <title>How can I create poses?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_poses.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_poses.html</guid>
      <description>A pose is a BVH file. This is a standard format which is supported by most 3d editors.&#xA;In general the work flow is this:&#xA;Assign the “default” skeleton to a toon in MH Export it Import in your favorite 3d editor Move around some bones Export the pose as a BVH file (be sure to only export one frame, in blender the default is to export the whole frame range) Save the BVH file in v1/data/poses At the time of writing this, there is a problem with the collada export which makes it unsuitable for the above workflow. Blender users will want to export using MHX2 and import without any overrides.</description>
    </item>
    <item>
      <title>How can I create proxies or alternative topologies?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_proxies_or_alternative_topologies.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_proxies_or_alternative_topologies.html</guid>
      <description>Technically, proxies are pretty much the same things as clothes: They share file format and production pipeline.&#xA;To create a proxy, model it as full body clothing. So MakeClothes can be used.&#xA;Once you have produced the “clothes” through MakeClothes, move the subdir that was created from “data/clothes/[my new item]” to “data/proxymeshes/[my new item]”. Then rename the “[my new item].mhclo” file to “[my new item].proxy”.&#xA;As a special notice: If you want existing skin textures to work with your proxy, you need to UV unwrap so that it fits upon an existing skin texture image.</description>
    </item>
    <item>
      <title>How can I create skin textures?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_skin_textures.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_skin_textures.html</guid>
      <description>A skin texture is basically a normal image, usually a PNG file with large dimensions (in the span between 1024x1024 and 8192x8192), with a simple text file descriptor (see MHMAT section below).&#xA;To demonstrate which regions end up where on the body, there is a special skin “Annotated Skin” in the skin repository.&#xA;The easiest way to start with a skin is probably to download this and paint on top of it.</description>
    </item>
    <item>
      <title>How can I create targets?</title>
      <link>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_targets.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/assets/creatingassets/faq/how_can_i_create_targets.html</guid>
      <description>Targets are created with the MakeTarget tool, see main article at [[Documentation:MHBlenderTools:_MakeTarget]].&#xA;This is a youtube video which might be useful too:&#xA;{{#ev:youtube|X13k7H3dNHo}}</description>
    </item>
  </channel>
</rss>