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MakeHuman

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591: 112: 78: 27: 2031: 438:. For this purpose, the design of a 3D humanoid mesh that can readily be parametrically manipulated to represent anatomical characteristics has been pursued, the mesh includes a common skeleton structure that permits character posing. MakeHuman Team developed a model that combines different anatomical parameters to transition smoothly from the infant to the elderly, from man to woman and from fat to slim. 2041: 2021: 253: 427: 419: 402:
While performant, it was too complex to develop and maintain. Hence, in 2009, the team decided to go back to the Python language (with a small C core) and to release MakeHuman as version 1.0 pre-alpha. Development continued at a pace of 2 releases per year. The stable version 1.0.0 was officially
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Since the first release of makeHead (1999) and MakeHuman (2000), a challenge had been to construct a universal topology that retained all of the capabilities but added ability to interactively adjust the mesh to accommodate anatomical variety found in the human population. This could have been
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The tool is specifically designed for the modeling of virtual 3D human models, with a simple and complete pose system that includes the simulation of muscular movement. The interface is easy to use, with fast and intuitive access to the numerous parameters required in modeling the human form.
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training system development. These simulations combine tactile sense with visual information and provide realistic training scenarios to gain, improve, and assess resident and expert surgeons' skills and knowledge.
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addressed by dramatically increasing the number of vertices for the mesh, but the resultant, dense mesh would have limited performance on processing computers. Technically, the model developed for MakeHuman is:
450:. The current MakeHuman mesh has evolved through successive steps of MakeHuman project, incorporating lessons learned, community feedback and the results of considerable amounts of studies and experimentation. 445:
occupies a middle ground, being neither pronounced masculine, nor pronounced feminine, neither young nor old and having a medium muscular definition. Goal was to depict a fair-built androgynous form, named the
391:. In 2004, the development stopped because it was difficult to write a Python script so big using only Blender API. In 2005, MH was moved outside Blender, hosted on SourceForge and rewritten from scratch in 916:
S. Piérard, A. Leroy, J.F. Hansen, M. Van Droogenbroeck. Advanced Concepts for Intelligent Vision Systems (ACIVS), Lecture Notes in Computer Science, vol. 6915, pages 519-530, Springer, 2011. (2011).
383:, a python script for Blender, written by Manuel Bastioni, artist and coder, in 1999. A year later, a team of developers had formed, and they released the first version of 558:
engineering, to simulate the behaviour of the human body under certain conditions or treatments. The human character model for a project of the construction of artificial
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D. Vernez, A. Milon, L. Francioli Jean-Luc Bulliard, L. Vuilleumier, L. Moccozet. Photochemistry and Photobiology Vol. 87, Issue 3, pages 721–728, May/June 2011 (2011).
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F.G. Hamza-Lup, C.M. Bogdan, D.M. Popovici, O.D. Costea. eL&mL 2011 : The Third International Conference on Mobile, Hybrid, and On-line Learning (2011-02-23).
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released March 14, 2014. MakeHuman 1.1.0 has been released May 14, 2016, around two years later. The most recent intermediate version is 1.1.1, as of March 5, 2017.
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The aim of the project is to develop an application capable of modeling a wide variety of human forms in the full range of natural poses from a single, universal
698:"Ideas and methods for modeling 3D human figures: The principal algorithms used by MakeHuman and their implementation in a new approach to parametric modeling" 2649: 2629: 2089: 2024: 2639: 2634: 1038: 2619: 970: 2044: 1540: 1483: 935: 817: 596: 579:
MakeHuman can also be used for nonverbal behavior research, like facial expressions, which involve the use of Facial Action Coding System
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Full-body 3D virtual reconstructions have been performed using MakeHuman, and 3D analysis of early Christian burials (archaeothanatology).
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A first universal mesh prototype (head only), done in 1999 using makeHead script, was adapted for the early MakeHuman in 2000.
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With experience from preceding versions, a fourth mesh (Y-Mesh or HM04) was done by Gianluca Miragoli (aka Yashugan) in 2007.
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with common parameters like height, weight, gender, ethnicity and muscularity. In order to make it available on all major
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M. Bastioni, S. Re, S. Misra. Proceedings of the 1st Bangalore Annual Compute Conference, Compute 2008, 2008 (2008).
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for Blender. The project evolved and, in 2003, it was officially recognized by the Blender Foundation and hosted on
2075: 1986: 1100:"FASH and MASH: female and male adult human phantoms based on polygon mesh surfaces: I. Development of the anatomy" 491: 1533: 632:, a free and open source plug-in for Blender for the parametric 3D modeling of photorealistic humanoid characters 528:
Because of the freedom of the license, MakeHuman software is widely used by researchers for scientific purposes:
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human base mesh, it can be transformed into a great variety of characters (male and female), mixing them with
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V. Verhaert; H. Druyts; D. Van Deun; D. Berckmans; J. Verbraecken; M. Vandekerckhove; J. Vander Sloten.
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The fifth mesh (HM05) was built on the previous one by Gianluca Miragoli and Manuel Bastioni in 2008.
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A technique for building databases of annotated and realistic human silhouettes based on an avatar
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Another mesh version was released in 2010 by Waldemar Perez Jr., André Richard, Manuel Bastioni.
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of morphing targets, it's virtually possible to reproduce any character. It uses a very simple
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in order to access and easily handle hundreds of morphings. The MakeHuman approach is to use
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The first professional mesh (HM01) for a human model was realized by Enrico Valenza in 2002.
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The development of MakeHuman is derived from a detailed technical and artistic study of the
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The latest and state-of-the-art mesh, released in 2013, was modeled by Manuel Bastioni.
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The tool has also been used to create characters to perform Sign Language movements.
559: 536: 497: 332: 197: 1493: 1325: 1082:"Developing a Linguistically Motivated Avatar for Irish Sign Language Visualisation" 727: 347:. Models exported from an official version are released under an exception to this, 2567: 2521: 2421: 2156: 1996: 1915: 1885: 1759: 1739: 1576: 1428:"Upper body pose estimation towards the translation of South African sign language" 1142: 551: 509: 442: 435: 352: 2526: 804:
http://www.makehumancommunity.org/frontpage/welcome_to_the_new_community_site.html
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S.L. Davy-Jow, D. Lees, S. Russell. Forensic Science International, 2012 (2013).
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V. F. Cassola, V. J. de Melo Lima, R. Kramer. Physics in medicine, 2009 (2010).
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section, a wiki, and a repository for user contributed content for the program.
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The third model was created by Manuel Bastioni upon the Z-Mesh or HM03 in 2005.
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Proceedings of the 18th International Conference on Intelligent Virtual Agents
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A second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2003.
207: 37: 791: 2531: 2441: 2411: 2360: 2355: 2261: 2176: 1981: 1971: 1930: 1910: 1849: 1754: 1714: 1475: 876:"On-line Generation of Customized Human Models based on Camera Measurements" 709: 516: 426: 1333: 1202: 1134: 1463: 917: 900: 252: 2572: 2506: 2436: 2277: 2253: 2227: 2186: 2166: 2161: 1940: 1925: 1854: 1839: 1829: 1824: 1794: 1734: 1719: 1641: 1616: 1003:"3D information is valuable for the detection of humans in video streams" 320: 265: 218: 141: 1426:
I. Achmed, J. Connan - University of the Western Cape, Cape Town, 2010.
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Gilbert, Michaël; Demarchi, Samuel; Urdapilleta, Isabel (2018-11-05).
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Estimation of human orientation in images captured with a range camera
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Interpolation of MakeHuman characters: the 1st, 3rd, 5th, and 7th are
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I. Murtagh. Institute of Technology Blanchardstown Dublin, Ireland.
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A sixth mesh (HM06) was also created by Gianluca Miragoli in 2010.
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D. Van Deun; V. Verhaert; K. Buys; B. Haexand; J. Vander Sloten.
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Light and optimized for subdivision surfaces modelling (15,128
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Only E(5) Pole and the N(3) Pole, without holes and without 6-
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M. Moreno-Moreno; J. Fierrez; R. Vera-Rodriguez; J. Parron.
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Proceedings of the 1st Bangalore Annual Compute Conference
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A community website was established June 2015 featuring a
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A Survey of Visuo-Haptic Simulation in Surgical Training
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and non-free projects. These projects may or may not be
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characteristics of the human body. The work deals with
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S. Piérard, A. Lejeune, M. Van Droogenbroeck. 2010.
1949: 1868: 1650: 1557: 899:S.Piérard, Marc Van Droogenbroeck (November 2009). 175: 163: 151: 131: 121: 90: 68: 46: 36: 874:K. Buys; D. Van Deun; T. De Laet; H. Bruyninckx. 367:In 2004, MakeHuman won the Suzanne Award as best 280:, beginning from 1.0 alpha 8 it's developed in 508:for extra resolution to base meshes, see also 2083: 1534: 8: 1443:: CS1 maint: multiple names: authors list ( 1365:G. Sachau-Carcel. ANTHROPOLOGIE 52/3, 2014. 1346:: CS1 maint: multiple names: authors list ( 1286:: CS1 maint: multiple names: authors list ( 1223:: CS1 maint: multiple names: authors list ( 1155:: CS1 maint: multiple names: authors list ( 1018:: CS1 maint: multiple names: authors list ( 950:: CS1 maint: multiple names: authors list ( 740:: CS1 maint: multiple names: authors list ( 414:Evolution towards a universal model topology 245:. For example, given the four main morphing 19: 1379:: CS1 maint: numeric names: authors list ( 986:: CS1 maint: numeric names: authors list ( 774:http://projects.blender.org/projects/makeh/ 453:Evolution of the mesh for the human model: 292:, with an architecture fully realized with 260:, while the others are intermediate shapes. 2090: 2076: 2068: 2040: 2020: 1541: 1527: 1519: 1447:) CS1 maint: numeric names: authors list ( 1350:) CS1 maint: numeric names: authors list ( 1290:) CS1 maint: numeric names: authors list ( 1227:) CS1 maint: numeric names: authors list ( 1159:) CS1 maint: numeric names: authors list ( 1022:) CS1 maint: numeric names: authors list ( 954:) CS1 maint: numeric names: authors list ( 792:http://www.makehumancommunity.org/Releases 744:) CS1 maint: numeric names: authors list ( 110: 76: 25: 18: 562:systems was also generated by MakeHuman. 641: 1436: 1372: 1339: 1279: 1216: 1148: 1011: 979: 943: 733: 7: 597:Free and open-source software portal 264:Using this technology, with a large 237:. Starting from a standard (unique) 2650:Software using the GNU AGPL license 772:Still online, but stopped in 2004: 31:A model of a man in a business suit 2630:Free software programmed in Python 14: 2640:Windows graphics-related software 2635:3D graphics software that uses Qt 806:Welcome to the new Community Site 550:MakeHuman characters are used in 2039: 2030: 2029: 2019: 1195:10.1111/j.1751-1097.2011.00895.x 589: 351:, in order to be widely used in 343:and database released under the 1730:Electric Image Animation System 1326:10.1016/j.forsciint.2012.11.002 1183:Photochemistry and Photobiology 1107:Physics in Medicine and Biology 547:from measures or camera views. 500:only. The human mesh itself is 2620:3D modeling software for Linux 1314:Forensic Science International 430:Evolution of the head topology 422:Evolution of the hand topology 379:The ancestor of MakeHuman was 16:3D character modeling software 1: 637:References and Related Papers 543:research, to quickly produce 233:MakeHuman is developed using 928:10.1007/978-3-642-23687-7_47 1587:GigaMesh Software Framework 672:"The MakeHuman Application" 605:Facial Action Coding System 389:http://projects.blender.org 52:; 24 years ago 2666: 1394:I. Murtagh - ITB Journal. 1127:10.1088/0031-9155/55/1/009 1062:D. E. van Wyk; J. Connan. 762:. 80.lv. 18 February 2015. 565:The software was used for 531:MakeHuman mesh is used in 2615:Free 3D graphics software 2247: 2142: 2115: 2110: 2015: 506:Catmull-Clark subdivision 86: 64: 24: 2316:Adobe Character Animator 2645:MacOS graphics software 1977:Open Cascade Technology 1476:10.1145/3267851.3267865 794:MakeHuman Release Notes 710:10.1145/1341771.1341782 2517:Gryphon Software Morph 2392:Autodesk MotionBuilder 431: 423: 261: 235:3D morphing technology 2625:Anatomical simulation 567:visuo-haptic surgical 539:of a project, and in 429: 421: 255: 223:3D character modeling 2589:Avid Elastic Reality 2321:Antics 2-D Animation 2144:Free and open-source 1550:3D computer graphics 313:linear interpolation 243:linear interpolation 205:3D computer graphics 158:3D computer graphics 2453:Adobe After Effects 2341:Moho (Anime Studio) 1886:Cyber Studio CAD-3D 1622:Point Cloud Library 1119:2010PMB....55..133C 183:.makehumancommunity 105:/makehumancommunity 21: 2553:Autodesk Softimage 1881:Autodesk Softimage 1266:. pp. 57–62. 969:O. Mazaný - 2007. 830:on 20 October 2013 779:2013-06-30 at the 432: 424: 262: 42:The MakeHuman team 2602: 2601: 2597: 2596: 2497:Autodesk Animator 2468:Blackmagic Fusion 2326:Clip Studio Paint 2065: 2064: 1950:Core technologies 1700:Blackmagic Fusion 1695:AutoQ3D Community 1485:978-1-4503-6013-5 937:978-3-642-23686-0 630:ManuelbastioniLAB 533:industrial design 278:operating systems 210:designed for the 191: 190: 2657: 2382:Autodesk 3ds Max 2351:ParticleIllusion 2331:DigiCel FlipBook 2293:Source Filmmaker 2113: 2112: 2092: 2085: 2078: 2069: 2043: 2042: 2033: 2032: 2023: 2022: 1845:Source Filmmaker 1675:Autodesk 3ds Max 1543: 1536: 1529: 1520: 1515: 1514: 1512:Official website 1498: 1497: 1459: 1453: 1452: 1442: 1434: 1432: 1423: 1417: 1416: 1414: 1413: 1407: 1401:. 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Index


Developer(s)
Stable release
Edit this on Wikidata
Repository
github.com/makehumancommunity/makehuman
Edit this at Wikidata
Python
Operating system
Linux
Mac OS X
Windows
Type
3D computer graphics
License
AGPL
www.makehumancommunity.org
free
open source
3D computer graphics
middleware
prototyping
photorealistic
humanoids
3D character modeling
3D morphing technology
androgynous
linear interpolation

database

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