MakeHuman

MAKEHUMAN是用于为插图,动画,游戏,Zbrush / Mudbox雕刻创建逼真的3d人类的自由和开源软件。(MAKEHUMAN IS the free and open source software to create realistic 3d humans for: Illustrations, Animations, Games, Zbrush/Mudbox sculpting.)

  • 所有者: makehumancommunity/makehuman
  • 平台:
  • 许可证: Other
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Github星跟踪图

MAKEHUMAN是自由和开源软件,用于为插图,动画,游戏,Zbrush /Mudbox雕刻创建逼真的3d人类。在世界上最自由的许可证!使用MakeHuman创建的内容根据CC0许可证获得许可,赋予艺术家以他们可以想象的任何方式使用他们的MakeHuman创作者前所未有的自由。

1170有效的参数化建模
简单直观的参数,包括
  • 年龄,性别,身高,体重
  • 身体比例,面部形状
  • 眼睛,鼻子,嘴巴,下巴,耳朵,颈部...
  • 手细节,脚..
  • 和更多...
12年的身体科学研究!
自第一个版本以来,makehuman使用了一个独特的网格,通过连续发布,包括社区反馈和研究和实验的结果进化。
  • 优化为细分,Mudbox和Zbrush
  • 为动画优化的循环
  • 没有三角形,只有四边形
  • 最大极边:5
  • 极数<1%
  • 拓扑库。

PYTHON驱动。MakeHuman完全用python编写,自1996年以来,ILM(工业光和魔术)中广泛使用的脚本语言。

  • 简单
  • 高度便携
  • 无需代码编译
  • 完全可定制由于完整的插件支持

主要指标

概览
名称与所有者makehumancommunity/makehuman
主编程语言Python
编程语言Python (语言数: 9)
平台
许可证Other
所有者活动
创建于2017-04-05 10:04:15
推送于2024-08-19 03:15:34
最后一次提交2024-06-26 10:28:37
发布数7
最新版本名称v1.3.0 (发布于 )
第一版名称1.0.0 (发布于 )
用户参与
星数1.3k
关注者数66
派生数270
提交数2.7k
已启用问题?
问题数223
打开的问题数58
拉请求数38
打开的拉请求数3
关闭的拉请求数3
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Makehuman

This is a port of MakeHuman to Python 3 and PyQt5.

The testing vision for this code is to build a community release that includes the ported code and often-used, user-contributed
plug-ins. We hope that the utility of this integrated functionality is sufficient to entice a larger cohort of testers who get
value-added in exchange for the possibility of uncovering deficiencies in our port. When testing verifies it's robustness it should a suitable replacement for the current bitbucket code extending the future of MakeHuman beyond the Python 2 "end-of-life".

Support requests:

If you have any questions about the software and its usage, please make a request in our forum:
http://www.makehumancommunity.org/forum.
We are not going to answer support requests on the bug tracker!

Current status

WARNING: THE CODE IN THIS REPOSITORY IS CURRENTLY NOT FIT FOR PRODUCTION USE!

If you want a stable release of MakeHuman, see http://www.makehumancommunity.org/content/downloads.html

This said, the code in the master branch will work if a few basic requirements are met:

  • You must use a graphics card capable of using the opengl calls MH rely on. It is currently not easy to say exactly which these are.

Getting started

Builds for Windows platforms can be downloaded at: http://download.tuxfamily.org/makehuman/nightly/. These builds include all required dependencies.

If you rather run the code from source:

  • Install git (https://git-scm.com/) with LFS support (https://git-lfs.github.com/). Modern git clients have LFS support included per default.
  • Make sure the command "git" is available via the PATH variable.
  • Install python 3.5.x or later from https://www.python.org/ (or via your system's package management)
  • Figure out how to run "pip": https://pip.pypa.io/en/stable/ (it should have been installed automatically by python), but on Linux use your default package menagemnt system
  • Use "pip" to install dependencies:
    • "pip install numpy"
    • "pip install PyQt5"
    • "pip install PyOpenGL"
  • on Debian based systems you need to install: python3-numpy, python3-opengl, python3-pyqt5, python3-pyqt5.opengl, python3-pyqt5.qtsvg
  • Use git to clone https://github.com/makehumancommunity/makehuman.git (or download the source as a zip)
  • Run the "download_assets_git.py" script in the "makehuman" subdirectory of the source code.
  • Optionally also run:
    • compile_models.py
    • compile_proxies.py
    • compile_targets.py

Having done this, you can now start MakeHuman by running the makehuman.py script.

Branches

There are three standard branches and some additional developer working branches:

  • master: This is where you will find the latest version of MakeHuman.

Read-only reference branches

  • bitbucket-stable: This is the code as it looks in the "stable" branch at bitbucket. This is the ancestor of what is now the "master" branch.
  • bitbucket-default: This is the code as it looks in the "default" branch at bitbucket.

In addition you may from time to time see feature branches (usually named _feature...), which are removed after having been merged to the master branch.