MakeHuman Changelog

What's new in MakeHuman 1.2.0

Nov 9, 2020
  • Changes since 1.1.1:
  • The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt.
  • There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect.
  • The license has changed to (hopefully) be more clear and permissive.
  • The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.
  • There is a new tool "MakeSkin" for creating materials.
  • Third party assets can be downloaded from within MakeHuman with a simple point and click procedure.
  • There is a new Mass production functionality for generating large sets of randomized characters.
  • Improved internationalization support for non-ASCII characters (backported).
  • Plugins in user space.
  • Plugins activation at runtime.
  • Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions.
  • Tags for models (with configurable tag count).
  • Show Name Tags instead of file names in the file loader.
  • Saving model as target.
  • Real weight estimation.
  • Configurable location for the home folder.
  • MHX2 is bundled in the default installation.
  • Save thumbnails directly from the internal render engine.
  • There is a new installer for windows.
  • There is a new PPA for ubuntu. This PPA also offers builds of plugins.
  • Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds).
  • The upgraded codebase:
  • The main focus of this release has been to modernize the code. 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. More in detail:
  • The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.
  • The user interface was implemented in Qt4, via PyQt4. 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.
  • Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms.
  • 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.
  • Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.
  • The new Blender integration: Makehuman plugin for Blender (MPFB):
  • 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 importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).
  • The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier to develop assets aimed at a specific body type.
  • Further, the importer supports improved skin features such as skin pores and SSS.
  • Note that for the importer to work, you will have to go to the Community -> Socket tab in MakeHuman and enable "Accept connections". Otherwise MakeHuman won't answer, and you will get an error in Blender.
  • License change:
  • The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md
  • In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them.
  • Assets can now be downloaded from within MakeHuman:
  • This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community.
  • Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. Downloaded assets are automatically placed in your local asset directory so that you can immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.
  • Mass produce:
  • There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with.
  • An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).
  • Upgraded toolset for creating assets
  • The toolchain for creating MakeHuman assets have been upgraded:
  • MakeClothes and MakeTarget have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeTarget 2, in order to separate them from the old versions that work with Blender 2.79 and earlier.
  • A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60
  • A new windows installer:
  • The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application.
  • Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something which is handled automatically by the start menu entry.

New in MakeHuman 1.1.1 (Apr 7, 2017)

  • Highlights:
  • It should now be possible to mix encodings (from recognized and valid codepages, see known issues below) on windows 7/8/10, for example when having a unicode file system, but a cp850-encoded filename. This will solve crashes when the user name or the installation path contains latin1 characters such as åäöüñé
  • The UI will no longer crash when using translations
  • The release provides more consist management of undo and restore defaults
  • Fix for glitches in the male formal suit
  • Fix for glitches in the male worksuit
  • All fixes:
  • Bug #78: "Restore Default" button in settings
  • Bug #195: "Undo" does not actually undo many commands
  • Bug #354: Add package_name + date in window title
  • Bug #662: New malesuit01 needs minor UV touch-up
  • Bug #716: Translation choices
  • Bug #718: Alternative distribution for windows
  • Bug #764: SVG not supported on windows (but doesn't crash)
  • Bug #771: Consistent handling of binary/ascii export choice
  • Bug #831: Worksuit texture touch-up
  • Bug #945: increasing eye bag slider breaks armature
  • Bug #981: Makeclothes doesn't like eyes
  • Bug #983: Modeling Face Mouth features slider images
  • Bug #1004: RC and recent HG builds - file loader does not populate
  • Bug #1027: MH 1.1.0 - Windows 10 PreRelease Build - File list Exceptions
  • Bug #1028: MH 1.1.x - clean up / document status of genitals
  • Bug #1029: Unicode in MH path still causing trouble
  • Bug #1037: Using any translation crashes parts of the GUI
  • Bug #1043: Possible issue in module3d
  • Bug #1051: Assymetric foot vertex groups
  • Bug #1053: Help About
  • Bug #1057: ppa produced overwrite errorserrors
  • Bug #1066: material_editor unicode warning MH 1.1.0 release
  • Bug #1070: Sort filters dysfunctional - MH 1.1.0
  • Bug #1073: Error loading a bvh pose created in Blender
  • Bug #1076: MacOS Sierra - MakeHuman 1.1.0 data directory not loading
  • Bug #1083: _cat_data["bodyproportion"] or _cat_data["bodyproportions"]?
  • Bug #1088: Test cases for unicode issues
  • Bug #1094: Update copyright to 2017
  • Bug #1104: MakeWalk code has a trivial typo.
  • Bug #1108: Replace splash screen
  • Bug #1109: Investigate PPA errors
  • Bug #1110: Update the README file.
  • Bug #1111: Test Build r2066 (708f2b6d9545) issues
  • Bug #1112: v1.1.1 can't load mhm created with v1.1.0
  • Bug #1113: Link Help>About MakeHuman>Website to community
  • Bug #1120: Error in language master file
  • Bug #1124: PPA: the package description for makehuman-bodyparts is "test test"
  • Bug #1126: PPA: makehuman-bodyparts should have "replaces makehuman-data"
  • Bug #1135: File chooser in backgrounds tab does not populate when UI language set to russian
  • Bug #1138: Missing bitbucket Item?
  • Bug #1139: Missing comma in languages/master.json
  • Feature #98: Regression suit to test the exported files.
  • Feature #211: Conforming to debian python policy
  • Feature #696: Increased support for rigid proxy assets
  • Feature #1093: Easy way to copy version number to clipboard for bug reporting
  • Feature #1107: Make sure it's possible to save all kinds of filenames on windows

New in MakeHuman 1.1.0 (Jun 1, 2016)

  • Some highlights of this release include a completely new skeleton and posing system, (with support for pose loading from BVH and support for custom weight and proxies), as well as a new expression system which is now based on a face bone rig (including a library with facial expressions).

New in MakeHuman 1.0.2 (Sep 1, 2014)

  • Save/load support for background library.
  • Added new languages
  • Bugfix for cornea transparent color
  • Fix a little modelling error in female bodybuilder
  • Fix UV and weights for proxy
  • Fix skeleton persistence in the GUI
  • Fix little modelling errors and improve the afro targets
  • Fix modelling bug about breast size
  • Fix a bug about rotation centre of the eyes
  • Fix background grid view
  • Report parent instead of tip revision
  • Improve and fix background plugin
  • Allow more precise moving and scaling of background when holding shift key
  • Retain scale and translation if background is unset and later reselected
  • Fix loading mhm file if background filename contains spaces

New in MakeHuman 1.0.1 (May 29, 2014)

  • Languages:
  • MakeHuman interface is now available in 14 languages: Chinese, Czech, Dutch, French, German, Hungarian, Japanese, Polish, Romanian, Russian, Spanish, Turkish, Swedish, Estonian.
  • Refactoring and algorithms improvement:
  • Refactored modifiers and modeling plugin to improve loading of modifiers and their sliders from data definition files.
  • Ethnic modifiers were revised to move computational logic for normalizing race to the modifiers and human.
  • Improved the Normalization algorithm to provide more expected behaviour (setting a slider at 0 keeps it at 0)
  • Improved the behaviour when dragging a race slider to the left. (Issue #180).
  • Improvement in exporters:
  • Exported characters now support subdivision surface smoothing.
  • Face hiding is fully working with all exporters. MakeHuman exports optimized realtime-ready meshes by removing polygons hidden under clothes from the exported result.
  • Add progress indicator during MHM saving
  • MHX exporter: New and consistent naming scheme for exported objects.
  • Fix exporting normals for OBJ files
  • Ogre now exports all textures with materials
  • Massive performance improvement in Ogre3D exporter
  • Improve progress monitoring during MD5 export
  • Better material approximation by makeclothes.
  • Improvement in usability:
  • The "remember window size" option now also remembers maximized state
  • Multiple fixes to streamline save/export operations:
  • A popup window to avoid the overwriting of an existing file
  • Add status notice when the user saves/exports without entering a new file name
  • Directly save on ctrl-s quicksave, without changing tabs
  • Support unicode in MHM loading and saving
  • Allow mouse picking clothes, making mesh pickable with face hiding too.
  • MHX importer cleanup: Removed undocumented and essentially unused visibility panel. MHX panels invisible for a the rigify rig.
  • Main bug fixes:
  • Fixed an issue with race slider by resetting slider and disabling Normalization when loading from MHM (issue #206)
  • Fixed the translations that corrupted the User Interface
  • Fixed the Scale error with Collada export of skeletons
  • Fixed a new bug in fbx deformer exporter
  • Fixed Proxy loading from binary NPZ files that failed when exact and triangulated fitting were mixed
  • Fixed a crash in binary .stl export although there are still some problems with exported mesh when clothes are present.
  • Fixed window position and size updating when the window was closed in a non-normal window state
  • Fixed the "Exception" when opening an .mhm model with alternative hair material
  • Fixed the Export of proxymeshs
  • Fixed improper display of human as "xray material" to "regular material" whenr closing skeleton chooser.
  • Fixed X-ray material to also look more reasonable in "noshader" mode
  • Corrected many anatomical innaccuacies.
  • Fixed the positioning of the teeth to be more anatomically correct within mouth.
  • Fixed a modelling error in fat people.
  • Fixed for tongue rest position (issue #201)
  • Fixed a modelling error in female feet (issue #255)
  • Fixed improper orientation of female feet
  • Fixed for issue #366 about old age muscled characters
  • Fixed for issue #275 about the neck angle in old age characters
  • Fixed eye targets
  • Fixed Joints alignement errors
  • Fixed a modelling error in fat people.
  • Fixed for tongue rest position (issue #201)
  • Fixed a modelling error in female feet (issue #255)
  • Fixed issue #183 related to legs and feet modelling
  • Fixed some errors in measure targets
  • Fix symmetry in a macro target
  • Fixed mhx importer to eliminate unused legacy code.
  • Fixed bug in .mhx importer wherin mask modifier used the wrong vertex groups.
  • Fixed several issues with MakeHuman Tools
  • Fix for asymmetric T-pose in MakeWalk.
  • Fixed the helpers position (issue #329)
  • Ogre exporter texture fixes
  • Prevented material textures from causing unwanted texture blending during fixed function shading
  • Fixed export of specular values in with Ogre materials.
  • Fixed other miscellaneous Ogre export issues (Issue #295)
  • Fixed a number of items related to consistent smoothing
  • Changed code to Reset smooth state before loading to solve smoothing events that slowed code before(issue #102)
  • reset smooth status when pressing reset.
  • provided for saving and loading smooth state from/to MHM.
  • Fixed GUI wireframe display switching when proxies are attached
  • Improved detection for SVG support in Qt
  • Apply fix proposed by Mardok45 on the forums

New in MakeHuman 1.0.0 Alpha 5.1 (Aug 4, 2011)

  • Deleted w9xopen because we dont use python25 dependency (hence no win95 support) new vc6 build of makehuman.exe with python 2.6.4 dependency
  • Better rotation limits.
  • Fix for Joel's arm rotation bug.
  • Fix for Blender API change
  • getPath now returns a unicode string on windows, maybe this fixes our unicode problems
  • Added donated patch for redhat
  • Detect python version in use
  • Added binary stl, which is 6 times smaller
  • bbox
  • added bbox calculation to mash
  • STL ascii exporter
  • MakeTarget with new UV layout
  • Fixes of symmetry bug in targets lib.
  • Added "The essentials of the MakeHuman license for content creators" in MH license.
  • Fixed ear bug
  • new mh build with multithreading
  • Mocap tool: newest blender only supports vec*mat, not mat*vec.
  • Mocap tool: fix for mocapdata.com
  • Mocap tool: changing rest pose should no longer be necessary for CMU data.
  • Better late than never: updated solaris makefile
  • Another api change in mhx importer Made mocap and lipsync tools into Blender addons.
  • Enabled skin shader, still looks funny
  • Bugfixes and cleaning of rendering buttons.
  • Now rendering recalculate all only if needed.
  • Using precalculated AO for aqsis rendering.
  • Base mesh with new UV layout
  • Lipsync tool works with linked blend files. Improvement to mocap tool.
  • fixed: Missing linker flag for zlib.
  • fixed: Error in copy bild rule.
  • changed: Excluded Python scripts from the target rules.
  • Better calibration of SSS. Added the function to load the lights setting from file.
  • Removed face morphs for clothes. Simplied and bug-fixed mocap tool, and removed lots of dead code.
  • Bugfix in mocap tool
  • Fixed mocap tool for linked blend files and for pole targets with parents.
  • Rendering with eyeball and cornea shader. Little upgrading of skin shader.
  • Simplified the copyToResource folder script within of the Xcode project.
  • changed: adapted xcode project acc. changes of the file structure.
  • made exception handling python 2.5 compatible as well
  • some cleanup on the hair chooser - hair export bug fix
  • smoothing between shades
  • Do not normalize plane normals, it's faster, and more correct. This way bigger surfaces contribute more to the normal direction.
  • Made a settings view to turn on shaders, off by default
  • Brought back pole targets. Modified deformation rig + weights.
  • Starting the sss support in Aqsis
  • Displacement feature in Aqsis exporter
  • Revived mhx export to Blender 2.49
  • Solaris makefile from sergio
  • Better Aqsis skin shader.
  • Wrote and abstract in make_clothes.py
  • Shadow maps added
  • fixed jagged hairstrand symptom in preview
  • Skin oil parameter in Aqsis rendering
  • IK and finger control now default to on.
  • More work on meshdeform cage.
  • Added some Aqsis settings.
  • Improved weighting: neck
  • Increased the max value of random factor
  • mh2renderman moved from apps/mh2 to shared folder
  • More rigging and painting: stomach and shoulders.
  • Work on stomach deformation
  • Improved vertex paint and rigging
  • Made measurement sliders to have realtime feedback
  • Hips measure slider
  • Measure plugin, new version.
  • Measure engine targets
  • added adjustment for randomness so hairs dont look like ribbons - better groupped short hair
  • randomization on multistrand interpolation is more uniform and do not center the hair on the mean strand values - multistrand interpolation is now better and more powerful!
  • Fixed mocap tool for modified armature (Clavicle -> Shoulder)
  • final (hopefully) bugfix for multistrand interpolation - results are AMAZING! :D
  • multistrand Interpolation in less than 24hrs. Now it remains to be tested.. Im sure there could be some bugs
  • Utility for removing diamonds from all vertex groups.
  • Improved rigging, and more mocap rigs.
  • Everything is for Blender 2.49 - added edge2curve (from 15min tutorial, converts edges to curves) - added particles2curves (from 5min tutorial, export directly from particle hairs to curve obj) - added grouping utility: Blender exporter for obj does not export object groups, I needed to write an exporter that does. We need to export the manual groupings of hair from blender.
  • fixed hair curves endpoint for renderman renders
  • exception handling for normal recalculations
  • hairs do not calculate normal on loading, we don'T need it and it is very costly when loading too many hairs (and we dont get errors for loading too curly hair) - experimental new meta-data for long.hair
  • Removed reverse orientation for hairs
  • moved undo/redo/reset
  • Refactoring of hair and renbdering system. Main changes: 1) hair.py is a generic library module, and not a taskview 2) human has the human.hairs attribute 3) rendering setting are stored in app.settings dictionary 4) hair settings are stored in human.hairs 5) there is a separate plugin for rendering settings only 6) removed hardcoded rendergui and replaced by pure plugins
  • - added children number slider in rendering - super-major-mega-ultra bug fixed on hair loading strands (affects only viewing hairs) that caused either hairs not to be attached to head when viewed or short hairs not viewable (it was there since 1 year.. can't believe this!)
  • Disable clothes experiment
  • changed settings to a dictionary
  • Fixed loading
  • Fixes undo redo keys
  • Fixed undo, refactored a lot
  • Some fixes to undo, still doesn't work multi staged
  • [Get email change notifications about comments on this revision.] r1434
  • Sliders are now synced after loading
  • Added syncSliders, cached modifiers
  • Load and save asymm targets in mhm format
  • Experimenting with clothes as proxy meshes.
  • Added shared/mhx and shared/mhx/templates to the sys.path
  • More file administration
  • Breast asymm slider
  • Breast asymm
  • Made asymmetry real time, which makes it possible to see results without having to wait for all targets to be recalculated
  • bugfix in asymmetry trunk
  • Moving files to share directory.
  • Missed to use the short version for a function
  • More sliders in asymm tool
  • Trunk asymm targets
  • Clump interpolation radius interactive slider
  • New asymm targets
  • Deleting old asymm targets
  • Bugfix about joints position in macrodetails
  • fixes for very curly hair
  • Mocap tool: handles more rigs. Lipsync tool: updated to Blender 2.54
  • clump interpolation in one night :D
  • Added a function for pose generation
  • Added an utility in pose mode, in order to save special files needed for data development.
  • renders are working now: only guides! - gotta finish this before my chess tourney next week
  • Added separate eyes target for detail mode. Now it's easy to set the distance between eyes (this was an important setting missed!) Removed unused code in human.py
  • goodbye hairgenerator.py - preparing for total refactor of hair interpolation (rendering will not work for a while)
  • Added undo to face asymmetry
  • Ethnic bs, african serie
  • Scaling of shapekeys
  • Makes cameras available in all views
  • Zoom and translation in Asymmetry plugin
  • Added a button for a function which only had a shortcut until now
  • Improved weight-painting.
  • Correct camera calculations for povray
  • Some pov fixes so that it compiles, no promises whether it also actually works as I don't use povray. If there is nothing visible, it's most likely due to povrayCameraData in mh2/mh2povray.py
  • Added asymmetry plugin in Advanced category
  • Removed useless print about target buffer and loading color.
  • Removed the print of "Loading texture" (it print a lot of messages), to have a more clear debug in console.
  • Deleted poseengine.py, added the shared folder to sys.path
  • Added the "shared" folder. It's the correct place for the modules imported by plugins. As first thing, I've moved here the poseengine.py, used by the pose.py plugin.
  • keep a reference to the label
  • Corrected drivers
  • Improved weight-painting. Corrective shapes, but still some problems with drivers.
  • Update the topology translator
  • Added the template for new plugins we are working on, and re-grouped some tasks, under "advanced" and "experiment" categories.
  • Added the "_on" image to the getCategory function
  • Removed gui/guiadvanced.py, replaced by a pure plugin for team experiments. The advanced mode will be back soon.
  • Small bugfix in rig
  • added a getCategory method.
  • Restored gui/guiadvanced.py to don't ruin the nightly build. I'll try tomorrow.
  • Removed guiadvanced. It will back soon as developer testing plugin.
  • Asymmetry targets
  • Mocap tool now works with CMU dataset
  • Added some string input to maketarget GUI
  • Added some utilities about regularization tool
  • Better integration of regularize tool
  • Partially added Alexis' code for regularise tool.
  • Mocap tool now works with proxy mesh.
  • Revived mhx import of proxies
  • Mocap tool: made own bvh importer which, unlike Blender's built-in one, seems to be free of memory leaks.
  • Mocap utility made into add-on. Copy the file from MH svn to Blender add-ons directory. Or try to run it in the text editor window.
  • Changed search path for bvh importer to 2.54.
  • MHX import and mocap tool updated to Blender 2.54 beta + some bugfixes.
  • 3d glasses buttons
  • Some little features added to maketarget
  • peak hair metadata and peak thumbnail
  • Added a panel to choose the human texture
  • Added an useful function to save symmetrized targets.
  • Added the root color in hair shader, and update the renderman export in order to use the hair color from hair details.
  • added etc folder -added msvc6 build projects
  • tweaked curly hair metadata for best render results - added some strands to curly hair for best render results
  • Added code to process targets and make an image catalogue.
  • removed simple hair - afro with nicer thumbnail - there is no more bangs in afro! yess! - a little modification for algorithm for peaky-hair styles - modified afro hair geometry to exclude annoying bangs - correct metadata for afro hair
  • New simpler mhx rig with fewer options. It is designed to work both with hand animation and to receive actions from the mocap tool.
  • Added test to check whether self.mesh is false in gui3d.py, on line 55. Without this test MH hangs on startup for me.
  • hair comment cleanup - hairgenerator .hair parse fix for falling hair flag
  • Fixed mocap tool for a changed path in svn, and removed some debug printouts.
  • MHX updated for Blender rev 31683. Lipsync bugfixes. Added mocap tool which eventually will allow bvh data to be loaded to the MHX rig, which however needs to be redesigned first for good results.
  • bugfix: missing endpoint when loading hairs
  • Added regul factor in scan2meshFit
  • Using class function to handle the lights counter, and fixes a bug about textures path
  • hair coverage and falling hair flag is read in hair metadata - hair metadata value is the default value for coverage and falling hair flag - ideal hair coverage value included in long.hair - PS: To any developer or modeller, if you discover ideal hair coverage value please include it in the .hair file (see long.hair)
  • Integration of Alexis and Antonella code (still WIP).
  • [Get email change notifications about comments on this revision.] r1334
  • conforming with epytext (incomplete)
  • Rewritten from scratch the module mh to renderman, in order to be OOP. Some thing are still to improve, but it's enough good for now. TODO: new materials.
  • bugfixes in aljabr.py
  • continuation of QR code, unfinished + untested
  • optimized hair grouping (therefore hair rendering) depending on falling-hair or peaky-hair - experiment with better hair renders through choice of falling hair - temporary afro thumbnail - added afro hair coverage in metadata
  • removed what has to be removed.. why doesnt svn change do a move without really deleting??
  • bugfix for bald hair renders - fixes for hair guidegroup choosing => major improvement in long hair renders!
  • optimized a bit the computation of guidegroups (though for the optimized with 2200 strands you need to wait 5-minutes to finish) - so please: LIMIT your guide strands to 300 if you want to render WITH guides - move mh2 stuffs to mh2 folder. apps folder looks much cleaner
  • Comment debug prints
  • Commented debug prints about obj loading
  • Added a sample code to test mouse click in pose mode
  • Fixed tab and spaces mix indentation in human.py
  • extended gui3d Object to include height and width for flat gui-control mesh - removed group obj files and used height and width instead - TODO: remove all button obj files and use height and width instead
  • Messy hack to avoid diamonds render. I'm rewriting all from scratch, but in meantime this should work.
  • guirender and guifiles adapted to epytext - Export Options resized to fit in md5 export togglebutton - md5 export togglebutton created - that's the way aha aha...
  • added labels for RadioButton and ToggleButton Constructor - added default texture for on and off ToggleButton - Guides Only button in Render (not yet functional)
  • debug print for number of strands in hairgenerator.py - aljabr QR continuation (unfinished yet) with smart inline matrix multiplication for efficiency
  • Removed unused renderman shaders
  • MHX updated for Blender rev 31625. Lipsync bugfixes. Need to recheck moho import at work, because Papagayo does apparently not run under Linux 64. Also need to check magpie import.
  • some coverage handling when hair arent so good (coverage area not acheived for some guides)
  • Removed non-ascii character since it made epydoc fail. The correct character was most likely a - anyway.
  • Updating makefile for linux to reflect name changes in directories
  • Revived mhx lipsync for Blender 2.53
  • Simplified IK rig for arms.
  • MHX updated for Blender
  • python float apparently too inaccurate -double instead of float -array methods with underscore -multiplication of matrices
  • Fixes a couple of little bugs in obj Blender obj exporter
  • bugfixes - QR decomposition unfinished
  • used arrays instead of list in some vector operations - still under progress, may contain bugs (but we will know soon ;))
  • fixed vdot bug
  • extended vadd, vsum etc. for arbitrary dimensioned vectors (not only 3D)
  • MHX importer can now be registered under Windows.
  • MHX updated for Blender rev 31555.
  • vector adjoint vector multiplication (inner product)
  • vunit doc
  • unit matrix and zero matrix
  • stuffs I dont yet use, but need to commit because laptop is going for repair
  • MHX updated for Blender rev 31508. New material for eyes, teeth, tongue without SSS and with higher specularity and hardness.
  • drawOctree bugfix
  • adding drawOctree Blender script, for debugging octree
  • MHX updated for Blender rev 31470. The Blender api is currently undergoing rapid renaming for the upcoming 2.54 beta, this version of MHX does probably not work with neither later nor earlier versions of Blender
  • Added math prefix to call math functions
  • peak hair commit, todo: make thumbnail - hello afro! need to determine correct coverage and change to correct thumbnail
  • adding peak hair
  • adding tutorial hair
  • Continue with the integration of new tools in maketarget.
  • Updated MHX importer which presumably can be loaded into recent Blenders.
  • setting the linux makehuman binaries to svn executable
  • Added worldSpace transformations
  • Fixes of uv bug.
  • Integration of Alexis's svd code.
  • made gui3d slider widget label object editable - dynamic value show on slider change for hair coverage in guirender - long.hair has the "ideal?" hair coverage value included
  • Added the "raw" mode to blender.obj, for a quick export without facegroups.
  • Enhanced module for wavefront export from Blender (with some MH oriented features). WIP.
  • Updated epydoc config file in order to compile files in core and apps folders (was mh_core and mh_plugins).
  • epytext part for module description
  • MHX exporter generalized. Not really relevant for MH, though.
  • fixed sys.path bug - in apps move guis to gui folder
  • main.py recursive walk thru apps and core folder and add to sys.path (we can now organize stuffs in apps and core in different directories!)
  • whoops.. I used windows pathname style for the linux update scripts.. corrected now! - adding a bit of documentation to collision.py
  • makehair: practicing my lambda skills.. not to mention the map thingies - makehair: interval inputs for de- and re- activating collision between hairstrand controlpoints - collision: oohlahlahs in collision .. interval inputs
  • removed restructuredText
  • Fix for mask in scan_reg module
  • Fixed stop condition in scan_reg module
  • updated: Project acc. renaming of mh_cor as core and mh_plugins as plugins.
  • Fixed bug for obj without faces
  • Fixed pivot scan
  • Added module to align meshes
  • separated advanced category from makehair -makehair is now located in the plugins directory
  • bugfixing control point order when loading - collision avoidance works now, but the results are not yet so nice
  • Fixes some bugs in hairs
  • Handling of wrong target paths
  • exception handling python 2.5 AND 2.6 compatible
  • MHX importer compatible with Blender 2.5.3. Tried to solve problems with hair import, but not yet successfully.
  • fixed export as curves for hair after refactoring hair
  • modified main.py to be python 2.5 (reverse)compatible - added slider for hair coverage when rendering in aqsis - refactoring of hair code -- removed dictionary when not really needed (no searching required) -- used tuples instead of lists for unchangeables
  • Fixes minor errors in prints
  • Better handle of plug in loading
  • refactoring hair and adding grouping algorithm
  • Enabled an utility to save vertgroups.
  • Enforced stricter version checking for MHX
  • Fixes compilation. C needs variables declared at the start of a block
  • Fixes of a wrong target
  • Start testing axial rotations
  • Fixes of a bug in save rotation targets
  • Testing shoulder pose now work (only for rotY and rotZ)
  • included edge2curve script for blender - adapted hair.py to import hairs without specific group description
  • Fixes of selection bug in head alignment.
  • Now tries all rotations around principal axes and keeps the combination of rotations which gives closest results
  • Trying to integrate Alexis PCA code.
  • Lightweight rig for Rorkimaru's proxy.
  • fixed hair import bug. Now hairs can be modelled by blender. Tutorial to come soon
  • changed: Test to let the fonts look like better on OS X.
  • Corrected quaternionToMatrix function
  • Removed print statements to avoid encoding errors for non ascii characters in pathnames
  • Better testing function
  • Fixes a bug in load pose
  • Cleaning most of experimental targets for shoulder pose engine
  • remove deprecated guiadvance.py fixed hair export as curves
  • Added the target filename in the GUI
  • Fixed testShoulder function
  • New pose algo (testing)
  • Experimental data for new shoulder algo (Still to calibrate)
  • Maketarget: bugfixes and porting of new functions
  • Completely merged makepose in maketarget.py
  • Some tool to make better pose samples (WIP)
  • Partially added rotation targets functions in maketargetlib.py
  • blender 2.49b improved and bug_fixed import_obj
  • fixed python indentation error and a syntax error
  • added quaternionToMatrix method and vectors to Rotation Matrix
  • forsaken's proxy. defineProxy.py now selects vertex not assigned to group. Changed a variable name in mhx importer. For some reason this name is important.
  • Utility to plot targets data
  • Utility to color vertices affected by targets
  • Pose testing with new data folder.
  • Update in order to work with new scan_fit
  • finalized (hopefully) fitting module
  • Fixed one threading problem where an object was sent to C when it was not ready to be sent
  • Fixes line endings
  • Some improvements in pose testing GUI
  • Python threading support, though as the clock plugin illustrates, there are still problems since we don't have any locks. Python threads run now while SDL waits for events.
  • Code for a better testing of pose engine. Note the shoulder can't work correctly yet, because lack of samples.
  • A little utility that help me to know samples to do for the shoulder.
  • Hack is no longer needed
  • Fix for file selector
  • Joint-bending and roll angles now coexist more happily.
  • MHX import: Gobo rig revived. Mesh scaling introduced.
  • Hair rendering completely fixed.
  • reverted python 2.6 syntax to support ancient versions of OSX
  • repositioning of hair and rendering with renderman engine
  • Rotation samples2 and renaming with right hand rule
  • Improved error handling in proxy definition utility.
  • Tweaked ascottk's proxy. Mhx import now deletes diamonds by default.
  • Rig reweighted, including new diamonds
  • blendersaveobj.py now save the facegroups taking account of zbuffer rendering
  • Don't rebuild the font each time, but cache it Also fix the enter key for edit controls
  • Removes old gl text support
  • Fixes null object
  • Update maketarget with empty joints fixes.
  • Fixes of empty joints
  • More simplification
  • Added an utility to maketarget to print the vertgroups of selected vertices.
  • maketarget with new joints
  • targets that include acromion
  • base obj with acromion joint (that's more important than pseudo thoracic-scapular)
  • Replaced text by the new textured text
  • Simplification in creating the indexbuffer
  • ascottk's poser-compatible proxy. Step toward pose-engine rig.
  • adds camera manipulation to experimental pose view, only works when clicking on the model
  • Pose button texture
  • Pose plugin (at the moment just for experiments)
  • Macrodetails now morphs scapular and head2 joints (details and microdetails will be updated later)
  • use a tuple instead of a two dimensional dictionary
  • Do not show the diamonds in the rendering
  • Added kerning
  • Better error message in defineProxy.py
  • Fixes an error in spine4. Updated some files used by maketarget.
  • hair is repositioned upon guimacromodelling. Mathematical delta ;)
  • Added some joints in maketarget.blend One for a better skeleton controller (top of the head) and other 2 for a more realistic pose engine: scapulo-thoracic and spine4
  • Fixes of an error in groups naming. Added some (messy) functions to maketarget. Replaced base.obj with new one.
  • Update targets to modify new joints
  • Fix makefile for linux so it uses python 2.6 and glew
  • New base.obj with more diamonds joints
  • Added a function to select skin verts.
  • The previous version saved redundant UV coord (all coords x all faces)
  • Proxy meshes in Collada
  • changed: Added Glew to acknowledgments.
  • changed: Minor adjustments for OS X to include glew.
  • New hair Format (finished!) complying with wavefront .obj (version 3.0) - Adjusted code to work with the new hair format - Some improvement in Gravity - Renaming hair files to match their styles
  • proxy
  • Utility to align joints. Not perfect yet.
  • Added glew library into project for OpenGL extensions handling.
  • Improved proxy creation algorithm. ascottk's lowpoly mesh now looks good after export from MH, IMO.
  • Maketarget: added new joint diamonds for a better skeleton.
  • ascottk's proxy mesh.
  • Improved vertex assignment and a configuration system for proxies.