![]() ![]() The stable version 1.0.0 was officially released March 14, 2014. Development continued at a pace of 2 releases per year. 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. While performant, it was too complex to develop and maintain. During successive years, the software gradually transitioned from C to C++. ![]() At this point, version counting restarted from zero. In 2005, MH was moved outside Blender, hosted on SourceForge and rewritten from scratch in C. In 2004, the development stopped because it was difficult to write a Python script so big using only Blender API. The project evolved and, in 2003, it was officially recognized by the Blender Foundation and hosted on. A year later, a team of developers had formed, and they released the first version of MakeHuman for Blender. The ancestor of MakeHuman was MakeHead, a python script for Blender, written by Manuel Bastioni, artist and coder, in 1999. In 2004, MakeHuman won the Suzanne Award as best Blender Python script. These projects may or may not be commercialised. Models exported from an official version are released under an exception to this, CC0, in order to be widely used in free and non-free projects. ![]() MakeHuman is free and open-source, with the source code and database released under the GNU Affero GPL. 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. ![]() The work deals with morphing, using linear interpolation of both translation and rotation. The development of MakeHuman is derived from a detailed technical and artistic study of the morphological characteristics of the human body. The interface is easy to use, with fast and intuitive access to the numerous parameters required in modeling the human form. 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. In order to make it available on all major operating systems, beginning from 1.0 alpha 8 it's developed in Python using OpenGL and Qt, with an architecture fully realized with plugins. The MakeHuman approach is to use sliders with common parameters like height, weight, gender, ethnicity and muscularity. It uses a very simple GUI in order to access and easily handle hundreds of morphings. Using this technology, with a large database of morphing targets, it's virtually possible to reproduce any character. Interpolation of MakeHuman characters: the 1st, 3rd, 5th, and 7th are targets, while the others are intermediate shapes. For example, given the four main morphing targets (baby, teen, young, old), it is possible to obtain all the intermediate shapes. Starting from a standard (unique) androgynous human base mesh, it can be transformed into a great variety of characters (male and female), mixing them with linear interpolation. MakeHuman is developed using 3D morphing technology. It is developed by a community of programmers, artists, and academics interested in 3D character modeling. MakeHuman is a free and open source 3D computer graphics middleware designed for the prototyping of photorealistic humanoids. It is also configurable and sound effects, print, and quit options can be disabled. The interface is both entertaining and useful for children to use. To load and save images a simple thumbnail display is used, so no knowledge of the file system structure is required. (It defaults to 800圆00 mode, but can run at larger sizes and in portrait or landscape mode, as well.) The canvas is a fixed size, so there is no need to worry about 'pixels' or 'inches' when making a new picture.The entire program fits on a screen as small as 640x480, and can be displayed full-screen, to mask the computer's underlying 'desktop' interface. The drawing tools are made available on the drawing canvas and are easily accessible. To begin, children are presented with a blank canvas and a variety of tools to help them be creative. It has an easy-to-use interface that is combined with fun sound effects, and an encouraging cartoon mascot called Tux, who appears at the bottom of the screen to give tips, hints and information to guide children as they use the application. Tux Paint is used in schools around the world as a computer literacy drawing activity. Tux Paint is a free, award-winning drawing application aimed at children ages 3 to 12 (preschool and K-6). ![]()
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