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Exercises

Using Makehuman, Blender, and T-Splines to work with a human form

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Makehuman

  • Go to the start bar and launch Makehuman
  • Use the program to customize a human figure
  • When finished, click: files > export > and select Blender exchange (mhx) format
  • Enter a file name and click the export button

Blender

  • Go to the start bar and launch Blender
  • Right click on the startup cube and delete
  • Go to file > user preferences > addons > and under import/export, click to activate Makehuman imports, then close user preferences
  • Go to file > import > mhx > and locate the file you exported from Makehuman  (On my machine, exported files go to documents > makehuman > export) Select your file > click the import MHX button at the top right
  • After you’ve done this, your figure should be loaded
  • The controls in Blender are much different than in Rhino.  Here are the most important controls:
    • Orbit with middle mouse button
    • Pan with middle mouse button and shift
    • Zoom by rolling middle mouse button
    • Select with right mouse button
    • Zoom selected by pressing the  .  button on the numberpad
    • 5 toggles orthographic viewing mode
    • 1,2,3,4,6,7,8,9 will show front, right, top views, etc.
    • To pose:
      • Right click on a pose handle
      • Once a handle is selected, press G to translate
      • Press Z, X, or Y to constrain movement
      • With a handle selected, press R to rotate
      • *Notice that translations and rotations are impacted by your point of view. Compare the results you get when looking from the front, side, top, etc.
      • Move to new location and press left mouse button to apply
      • Undo with CTRL Z
      • More information on moving in Blender can be found here: http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transformations/Basics/Grab
      • To export:
        • First, save as a blender file in case you need to return to the file later.
        • Next, go to file > export > OBJ
  • Helpful links:

In Rhino

  • File > Import
  • Mesh can be point edited by pressing F10, but since meshes are difficult to edit, this is only really effective for deleting unwanted body parts.
  • To further edit the figure, it is best to use T-Splines by following these steps:
    • Activate T-Splines by pushing the “power button” for the program
    • In the lower left, click to “Convert NURBS or mesh to T-Spline”
    • Your human form should appear more faceted if this command works because it will convert to a T-Splines mesh in box mode.
    • Press TAB to toggle to smooth mode.  Note: Makehuman figures have complex geometry and can take a long time to smooth. It is generally best to make modifications in box mode, and convert to smooth mode at the end just before exporting to NURBS.
    • Before exporting your T-Spline form to Keyshot you’ll want to convert your forms to smooth mode in t-spines, then convert to Rhino NURBS (use the far left button next to the tsplines power button)
    • It is possible to use symmetry with a Makehuman mesh. Watch these videos to learn how:
  • To further your knowledge of T-Splines, watch the tutorials available here: http://www.tsplines.com/store/tstutorials.html

 

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