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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.
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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
485:
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
299:
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.
323:. With these two methods, together with a simple calculation of a form factor and an algorithm of mesh relaxing, it is possible to achieve results such as the simulation of muscular movement that accompanies the rotation of the limbs.
569:
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.
486:
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
1174:
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).
1260:
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"
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MakeHuman can also be used for nonverbal behavior research, like facial expressions, which involve the use of Facial Action Coding System
573:
Full-body 3D virtual reconstructions have been performed using MakeHuman, and 3D analysis of early
Christian burials (archaeothanatology).
671:
1367:"From Field Recording of plural Burials to 3D Modelling. Evidence from the Catacomb of Sts. Peter and Marcellinus, Italy (with PDF link)"
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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.
395:. At this point, version counting restarted from zero. During successive years, the software gradually transitioned from C to
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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
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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
1976:
1002:
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2391:
1099:
971:"Articulated 3D human model and its animation for testing and learning algorithms of multi-camera systems"
234:
1307:"Virtual forensic anthropology: Novel applications of anthropometry and technology in a child death case"
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1218:
1150:
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816:
V. Verhaert; H. Druyts; D. Van Deun; D. Berckmans; J. Verbraecken; M. Vandekerckhove; J. Vander Sloten.
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26:
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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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1470:. IVA '18. Sydney, NSW, Australia: Association for Computing Machinery. pp. 333–334.
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111:
1118:
1039:"Simulation of millimeter-wave body images and its application to biometric recognition"
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1464:"FACSHuman a Software to Create Experimental Material by Modeling 3D Facial Expression"
1402:
481:
The latest and state-of-the-art mesh, released in 2013, was modeled by Manuel Bastioni.
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221:. It is developed by a community of programmers, artists, and academics interested in
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1244:"An Artificial Mirror Neuron System for Executing and Recognizing Transitive Actions"
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The tool has also been used to create characters to perform Sign Language movements.
559:
536:
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332:
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1082:"Developing a Linguistically Motivated Avatar for Irish Sign Language Visualisation"
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347:. Models exported from an official version are released under an exception to this,
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1996:
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1428:"Upper body pose estimation towards the translation of South African sign language"
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352:
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804:
http://www.makehumancommunity.org/frontpage/welcome_to_the_new_community_site.html
100:
1305:
S.L. Davy-Jow, D. Lees, S. Russell. Forensic Science International, 2012 (2013).
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1961:
1935:
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1098:
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.
340:
249:(baby, teen, young, old), it is possible to obtain all the intermediate shapes.
238:
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The third model was created by Manuel Bastioni upon the Z-Mesh or HM03 in 2005.
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2006:
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Proceedings of the 18th International Conference on Intelligent Virtual Agents
1396:"Towards a Linguistically Motivated Irish Sign Language Conversational Avatar"
851:"Automatic Generation of Personalized Human Models based on Body Measurements"
773:
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A second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2003.
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876:"On-line Generation of Customized Human Models based on Camera Measurements"
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1003:"3D information is valuable for the detection of humans in video streams"
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I. Achmed, J. Connan - University of the Western Cape, Cape Town, 2010.
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922:. Lecture Notes in Computer Science. Vol. 6915. pp. 519–530.
624:
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Gilbert, Michaël; Demarchi, Samuel; Urdapilleta, Isabel (2018-11-05).
919:
Estimation of human orientation in images captured with a range camera
256:
Interpolation of MakeHuman characters: the 1st, 3rd, 5th, and 7th are
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2001:
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760:"Interview with MakeHuman: The Future of 3D-character creation tools"
285:
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I. Murtagh. Institute of Technology Blanchardstown Dublin, Ireland.
1064:"High Quality Flexible H-Anim Hands for Sign Language Visualisation"
180:
1176:"A numeric model to simulate solar individual ultraviolet exposure"
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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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348:
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M. Moreno-Moreno; J. Fierrez; R. Vera-Rodriguez; J. Parron.
818:"The use of a generic human model to personalize bed design"
702:
Proceedings of the 1st Bangalore Annual Compute Conference
406:
A community website was established June 2015 featuring a
1263:
A Survey of Visuo-Haptic Simulation in Surgical Training
355:
and non-free projects. These projects may or may not be
650:"Release Release v1.3.0 · makehumancommunity/makehuman"
307:
characteristics of the human body. The work deals with
1001:
S. Piérard, A. Lejeune, M. Van Droogenbroeck. 2010.
1949:
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899:S.Piérard, Marc Van Droogenbroeck (November 2009).
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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.
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1223:: CS1 maint: multiple names: authors list (
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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.
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1447:) CS1 maint: numeric names: authors list (
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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 (
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562:systems was also generated by MakeHuman.
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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
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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
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2601:
2597:
2596:
2497:Autodesk Animator
2468:Blackmagic Fusion
2326:Clip Studio Paint
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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:
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2382:Autodesk 3ds Max
2351:ParticleIllusion
2331:DigiCel FlipBook
2293:Source Filmmaker
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1845:Source Filmmaker
1675:Autodesk 3ds Max
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1514:
1512:Official website
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1401:. Archived from
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1044:. Archived from
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856:. Archived from
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704:. pp. 1–6.
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674:. Archived from
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610:Blender software
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375:Software history
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81:/ 15 May 2024
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2099:Motion graphics
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2011:
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1921:StrataVision 3D
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1805:Pixar RenderMan
1770:Medium by Adobe
1690:Autodesk Mudbox
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47:Initial release
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2568:Softimage 3D
2522:iAd Producer
2488:Discontinued
2422:LightWave 3D
2157:Animator Pro
2055:3D rendering
1997:ShapeManager
1916:Softimage 3D
1800:Pixar Presto
1760:LightWave 3D
1740:Golaem Crowd
1596:
1577:CloudCompare
1467:
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1410:. Retrieved
1403:the original
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38:Developer(s)
2542:USAnimation
2512:Fantavision
2304:Commercial
2050:3D modeling
1936:TurboSilver
1559:Open-source
341:source code
339:, with the
337:open-source
317:translation
239:androgynous
212:prototyping
202:open source
75:1.3.0
2609:Categories
2558:Dynamation
2432:Moviestorm
2283:Daz Studio
2223:Seamless3d
2197:Glaxnimate
2025:Comparison
2007:IntelliCAD
1891:Dynamation
1725:Daz Studio
1632:Seamless3d
1412:2013-10-19
1242:E. Lloyd.
834:19 October
682:2020-01-01
620:Daz Studio
556:biomedical
517:edge poles
448:HoMunculus
229:Technology
208:middleware
122:Written in
107:/makehuman
92:Repository
2532:SWiSH Max
2490:/ Legacy
2442:Strata 3D
2412:Cinema 4D
2361:Toon Boom
2356:CrazyTalk
2262:FlipaClip
2177:OpenToonz
2103:animation
1982:Parasolid
1972:KernelCAD
1931:TrueSpace
1911:Sculpt 3D
1850:Strata 3D
1755:Kerkythea
1715:Cinema 4D
1597:MakeHuman
1282:cite book
1211:205951798
946:cite book
736:cite book
385:MakeHuman
219:humanoids
194:MakeHuman
20:MakeHuman
2573:Swift 3D
2507:DrawPlus
2437:Shark 3D
2278:Clara.io
2254:Freeware
2228:Toonloop
2187:Pencil2D
2182:Papagayo
2167:SWFTools
2162:TupiTube
2105:software
2035:Category
1967:HOOPS 3D
1941:VistaPro
1926:Swift 3D
1855:Terragen
1840:SketchUp
1830:Shark 3D
1825:Shade 3D
1795:Paint 3D
1735:E-on Vue
1720:Clara.io
1642:Wings 3D
1617:OpenSCAD
1552:software
1494:53245564
1439:cite web
1375:cite web
1334:23201465
1203:21223287
1135:20009183
1014:cite web
982:cite web
777:Archived
728:26241863
583:See also
504:, using
492:vertices
381:MakeHead
321:rotation
315:of both
311:, using
309:morphing
266:database
142:Mac OS X
2563:Messiah
2427:MASSIVE
2417:Houdini
2407:Carrara
2371:TVPaint
2239:Blender
1987:Romulus
1901:N-World
1896:Imagine
1869:Defunct
1815:Remo 3D
1775:Messiah
1765:MASSIVE
1750:Houdini
1745:Hexagon
1710:Carrara
1660:3D-Coat
1627:POV-Ray
1607:MoonRay
1602:MeshLab
1582:FreeCAD
1572:Blender
1143:8506045
1115:Bibcode
625:FaceGen
545:avatars
369:Blender
327:License
294:plugins
274:sliders
258:targets
247:targets
176:Website
165:License
146:Windows
55: (
2473:Motion
2397:iClone
2336:Live2D
2218:OpenFX
2172:Synfig
2002:Teigha
1860:ZBrush
1670:Arnold
1612:OpenFX
1492:
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1201:
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1133:
934:
726:
716:
656:15 May
363:Awards
286:OpenGL
284:using
282:Python
126:Python
101:github
2537:RETAS
2502:Animo
2402:Bryce
2366:Toonz
2192:Krita
1876:Amapi
1810:Poser
1705:Bryce
1490:S2CID
1431:(PDF)
1406:(PDF)
1399:(PDF)
1310:(PDF)
1247:(PDF)
1207:S2CID
1179:(PDF)
1139:S2CID
1103:(PDF)
1085:(PDF)
1067:(PDF)
1049:(PDF)
1042:(PDF)
1006:(PDF)
974:(PDF)
886:(PDF)
879:(PDF)
861:(PDF)
854:(PDF)
828:(PDF)
821:(PDF)
724:S2CID
615:Poser
498:Quads
408:forum
196:is a
138:Linux
2527:Pegs
2478:Nuke
2138:Mix
2133:list
2123:list
2101:and
2045:List
1957:ACIS
1835:Silo
1785:Nuke
1780:Modo
1665:AC3D
1480:ISBN
1449:link
1445:link
1381:link
1352:link
1348:link
1330:PMID
1292:link
1288:link
1268:ISBN
1229:link
1225:link
1199:PMID
1161:link
1157:link
1131:PMID
1024:link
1020:link
988:link
956:link
952:link
932:ISBN
836:2013
746:link
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714:ISBN
658:2024
554:and
443:mesh
436:mesh
353:free
335:and
333:free
319:and
288:and
200:and
198:free
185:.org
170:AGPL
153:Type
103:.com
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1962:C3D
1472:doi
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270:GUI
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