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    <title>MakeHuman Docs :: MakeHuman Community</title>
    <link>https://mpfb-demo.ampho.re/makehuman/docs/index.html</link>
    <description>Main documentation hierarchy for MakeHuman</description>
    <generator>Hugo</generator>
    <language>en-us</language>
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    <item>
      <title>Installing MakeHuman</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/installing_makehuman.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/installing_makehuman.html</guid>
      <description>MakeHuman can be downloaded here.&#xA;System Requirements You will need about half a gigabyte of free disk space.&#xA;In order to use some realtime materials and obtain the best from the internal rendering engine, it’s required an average quality graphic card, produced after the year 2006. In general, your graphics card should support OpenGL Shading Language (GLSL) version 1.2 or above.</description>
    </item>
    <item>
      <title>Running MakeHuman from source</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/running_makehuman_from_source.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/running_makehuman_from_source.html</guid>
      <description>The procedure for running from source is available in the README in the git repo</description>
    </item>
    <item>
      <title>Configuration and settings</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/configuration_and_settings.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/configuration_and_settings.html</guid>
      <description>The General tab The general settings include important features that can make a huge difference in MakeHuman’s performance.&#xA;Slider behaviour Update realtime. This option recalculates the human shape in real time during the slider movements. This requires more CPU resources. Update normals real time. By enabling this option, the normals are updated during the slider movements in order to see a correct shading in real time. Computing the surface normals requires an intensive CPU calculation, so this can slow down old PCs. Fit objects in realtime. By enabling it, all objects (eyes, hair, clothes, teeth, etc..) are fitted in real time during the body transformations. This requires more CPU resources. Autozoom camera. Enabling it will automatically zoom in the camera to the zone of interest. For example, editing the head, it will zoom in to it, editing the hand, it will automatically zoom in to the hand, etc.. This can be useful in some cases, but it doesn’t allow custom point of view, so this option is disabled by default. Slider images. Enable the images to illustrate the sliders’ effect. Disable it for a more compact list of controls. Units This setting is to choose the measurement system that will be used :</description>
    </item>
    <item>
      <title>The interface and its basic functions</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/the_interface_and_its_basic_functions.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/the_interface_and_its_basic_functions.html</guid>
      <description>The application user interface comprises of the various elements. The core elements are :&#xA;the toolbar with its various partitions. The tabs and sub-tabs which allow you to navigate the application, and utilise its various features in a coherent easy to understand manner. The 3D view window which allows you to view the human as it is morphed, posed etc. The left and right option panels whose options change depending upon the tab/sub-tab you are in. Finally there is a progress Bar which shows the progress of an operation and the Information Bar providing useful information. Note: Different views may contain different options. These options are described in more detail in the appropriate heads in the rest of the documentation.</description>
    </item>
    <item>
      <title>The toolbar</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/the_toolbar.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/the_toolbar.html</guid>
      <description>The “Main Toolbar” is actually made up of six separate partitions.&#xA;The Files partition This partition provides shortcut buttons that deal with saving or loading files (Save, Load, Export). The save button performs the same action as pressing the Files tab and then the Save tab when there is no filename specified. If the file was given a name earlier and saved once this button performs a quick save over the file specified earlier. The Load button takes you to the file loading window where you can choose the file to load. The Export button takes you to the export tab and allows you to export your current MakeHuman project to one of the variety of export formats the MakeHuman program supports. Supported formats include mesh formats such as Filmbox (fbx),Wavefront obj, Sterolithography (stl), rig/rigging related formats such as Biovision Hierarchy and various maps such as Light Maps, and UV maps. Load, Save and Export options are explained in more detail!LINK!http://www.makehuman.org/doc/node/load_save_and_export.html – here!/LINK!.</description>
    </item>
    <item>
      <title>The tabs</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/the_tabs.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/the_tabs.html</guid>
      <description>Most of the user controls of the MakeHuman application are accessed through the tabs panel. The tabs are organized intoMainTabsandSubTabs.TheMain Tabsoutline the broad category to which functionality belongs and the Sub Tabs allow for more fine grained control over various aspects of the main category.ThereforeSub Tabskeep changing based on whichMain Tabhas been selected. E.g. When you select the “Files” main tab all file associated functions are made accessible via subtabs such as saving, loading and exporting. In the below image Sub Tabs for the “Modelling” main tab are shown.</description>
    </item>
    <item>
      <title>Zoom, pan and rotate using the orbital camera</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/zoom_pan_and_rotate_using_the_orbital_camera.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/zoom_pan_and_rotate_using_the_orbital_camera.html</guid>
      <description>Starting with MH 1.0 there is a new orbital camera system that replaces the old still camera. This new camera addresses the issues where the old still camera made it hard to focus on body parts, for example hands. In the new system the human never moves. Rather, the camera travels on an imaginary sphere surrrounding the human. The user “mouse picks” a focal point on the human by right clicking, and zooms in and out by dragging. This allows the user to easily rotate around this point to inspect it from all sides.</description>
    </item>
    <item>
      <title>Modeling the body</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/modeling_the_body.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/modeling_the_body.html</guid>
      <description>The Main controls are accessed by going to the ‘Modelling’ tab and selecting the “Main” sub-tab.&#xA;These controls define the major characteristics of a human being. controls are used to define the character’s macro features. The first six corresponding to Gender, Age, Muscle, Weight, Height, Proportions respectively and the last three ( African, Asian, and Caucasian) correspond to ethnicity.</description>
    </item>
    <item>
      <title>Gender, Random, Measure and Custom</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/gender_random_measure_and_custom.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/gender_random_measure_and_custom.html</guid>
      <description>Gender The gender plugin comprises sliders used to alter gender specific attributes of your human models. Currently this largely consists of “Breast”. This category, as the name suggests, comprises of sliders used to alter attributes related to the human female breasts such as firmness, size, pointiness etc.&#xA;Random modifier</description>
    </item>
    <item>
      <title>Hairstyles and Clothes</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/hairstyles_and_clothes.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/hairstyles_and_clothes.html</guid>
      <description>Hairstyles The default MakeHuman humanoid model has no hair. However, you may want your model to have hair and a particular hairstyle. In MakeHuman™, you can choose from the available character hairstyles by first selecting the tabsGeometries &gt; Hair.&#xA;This opens the Hair library window. The Hair library window, as usual, is arranged in three sections. There is a left hand panel (currently empty, but that will include a tag filter), a center preview window showing your current character model, and a right hand panel containing a list of available hairstyles shown as a thumbnail with a label. For the moment, the default hairstyles within MakeHuman™ are only few types. The library will be expanded release by release. To be able to see your character with an available hairstyle, you must click on the thumbnail image with your mouse.</description>
    </item>
    <item>
      <title>Skin and other materials</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/skin_and_other_materials.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/skin_and_other_materials.html</guid>
      <description>Changing Skin Texture By default the human has a texturless skin.&#xA;Assigning a new skin material is very easy. Go in Materials Tab. You will now see a radio button option for “Skin” under the Human category choices section on the left side of the window. The right side will display available skin materials that can be applied to replace the default skin. By clicking on one of them your character will be displayed with the chosen material.</description>
    </item>
    <item>
      <title>Loading and saving</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/loading_and_saving.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/loading_and_saving.html</guid>
      <description>The leftmost section of the Toolbar includes 3 quick action icons: 1) for loading models from native .mhm files; 2) for saving the model as a native .mhm file; and 3) for exporting the model in various formats used by other 3D programs (this is discussed on another page).&#xA;For more complete file access support (Load, Save, Export), the Files Tab options provides access to the controls that manage saving, loading, and exporting the MakeHuman project to or from files.</description>
    </item>
    <item>
      <title>Exports and file formats</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/exports_and_file_formats.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/exports_and_file_formats.html</guid>
      <description>If you want to export to blender specifically, see the FAQ entry&#xA;The above illustration explains the typical user interface components of the Export tab. On the right you get to choose what to export be in the mesh, the rig or the maps. In the center you have the 3D preview to preview your model. On the right you have options which keep changing based on what format you have selected in the left panel. On the top below the tabs panel is the “Ellipsis” button which opens a file dialog, a text box to enter the file name of the file and an “Export” button to do the actual export and save the file in the desired format. Below we outline the three main options in more detail i.e. Mesh formats, rig formats and Maps.</description>
    </item>
    <item>
      <title>Rendering your work</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/rendering_your_work.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/rendering_your_work.html</guid>
      <description>MakeHuman has an internal rendering engine based on OpenGL technology: GLSL 1.2 for openGL 2.1 or higher.&#xA;For this reason some features will be available only for machine(s) build after semptember 2006.&#xA;For the same reasons, the results can vary a bit, depending the video cards.&#xA;Quick render and advanced render MakeHuman™ uses two different rendering approaches, quick and advanced rendering. Both them produce images with transparent background, in order to be eaily mounted in Gimp or Photoshop. The quick renderingis intended to for a click-and-see render. It uses fixed presets for lights and materials, studied to show the model in an optimal way. There are only ywo available options in that mode:</description>
    </item>
    <item>
      <title>Saving models for Blender and how to import them there</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/saving_models_for_blender_and_how_to_import_them_there.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/saving_models_for_blender_and_how_to_import_them_there.html</guid>
      <description>MakeHuman have for historical reasons always had a strong relation with Blender, and Blender support is in general good.&#xA;1.2.0 and Blender 2.80 With MakeHuman 1.2.0 and Blender 2.80, the general recommendation is to use MPFB (see [[FAQ: What is MPFB (MakeHuman Plugin For Blender)?]]).&#xA;1.1.0, older Blender versions As of 1.1.0 there are two approaches for getting assets from MakeHuman into blender: with or without MHX2.</description>
    </item>
    <item>
      <title>Saving models for Unity and how to import them there</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/saving_models_for_unity_and_how_to_import_them_there.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/saving_models_for_unity_and_how_to_import_them_there.html</guid>
      <description>Getting toons to work in Unity may seem a bit intimidating at first, but in practice it only requires relatively few mouse clicks.&#xA;Preparations If you don’t have a unity project already, create one. Things will be a lot easier for you if you export directly to the Assets directory, so before exporting from MH the Assets directory should exist.</description>
    </item>
    <item>
      <title>Application design and Code overview</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/application_design_and_code_overview.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/application_design_and_code_overview.html</guid>
      <description>Application design and Code overview =### Structural Organization of MakeHuman&#xA;MakeHuman is organized hierarchically. There is a root application (type gui3d.Application) that handles rendering of objects (guicommon.Object). These objects can be added/removed to/from the root application. Objects added to root application are always visible in the canvas.[I’m wondering if this is really true? - There are object on hidden tabs and the skeleton or mesh can be visible or not. Am I confusing the distinction between ‘canvass’ and ‘view’? - RWB] Every added object has an openGL counterpart. mhmain.MHApplication inherits from root application to constructmain application. A view is a visual context. A tab is a view, for example, the main application is a view.[The main application IS a view or the main application HAS a view? “the “main application frame/window is a view?”- RWB] The Root application[you do meanrootand notmain? - RWB]contains Categories. A Category (gui3d.Category) is a specialised view object which contains multple taskiew objects (gui3d.TaskView). Taskview objects are specialised view objects with a panes and tab. In context of MakeHuman interface, Category objects constitute the upper row of tabs while taskview objects constitute the lower row of tabs. Objects (guicommon.Object) can be added/removed to/from a taskview. Objects added to a taskview are only visible if the taskview is visible. For example, a skeleton added to the skeleton chooser is only visible when the skeleton chooser taskview is visible. Objects added to root application[root not main? - RWB]are always visible. Thus objects like human and all proxies such as clothes are added to theapplication,because they should always be visible. Visiblilty can be disabled by setting the visibility flag on objects but an object that is not added to a currently visible taskview, or the application, is not visible, even if its visibility flag is set positive. [Wording needs improving – ‘should always be visible’ and a ‘visibility flag’ are mixed message - RWB] An object can only be added to one context. So an object is either added to one taskview, or the application, not two different taskviews. Apart from root application, there is another application (type qtui.Application) which implements MH gui structures using Qtlibraries. mhmain.MHApplication inherits from this application too for handling of gui content.e General structure in MH can be represented as: !IMAGE!Pictures/mh-inheritance.png!/IMAGE!</description>
    </item>
    <item>
      <title>Directory structure and core modules</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/directory_structure_and_core_modules.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/directory_structure_and_core_modules.html</guid>
      <description>Directory Structure of MakeHuman The illustration shows the directory structure of MakeHuman. There are two different places for the directory, one side is the “internal” one, which is normally located in a range where it cannot be overwritten from a normal user, so let’s call it system directories. The other side is the user space which can be changed by the user. The GIT repository is used to create the system folders shown above.</description>
    </item>
    <item>
      <title>Plugin System</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/plugin_system.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/plugin_system.html</guid>
      <description>=### Plugins&#xA;Makehuman has a simple plugin framework which makes it easy to add and remove features. At startup, MakeHuman now looks for .py files in the plugins folder which are not starting with an underscore (which makes it easier to disable unwanted plugins). It loads them one by one and calls the load entry point passing a reference to the application. The plugin can use this reference to add the necessary GUI widgets or code to the application.</description>
    </item>
    <item>
      <title>Professional mesh topology</title>
      <link>https://mpfb-demo.ampho.re/makehuman/docs/professional_mesh_topology.html</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://mpfb-demo.ampho.re/makehuman/docs/professional_mesh_topology.html</guid>
      <description>=### The Homunculus&#xA;The principal aim of MakeHuman project is to develop an open source application capable to create realistic tridimensional humans. Since the early release in 2001, by pursuing this aim the MakeHuman Team have developed a model that can combine different anatomical parameters to transition smoothly from the infant to the elderly, from man to woman and from fat to slim. The vast wealth of potential combinations provides the artist an extraordinarily broad range of possibilities for artistic expression but presents many problems to the development team.</description>
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