Render artists and character model designers will likely know that designing a virtual human model from scratch is no simple task. Creating a single hand can take forever, so it’s not unusual for someone to completely give up.
That’s where MakeHuman comes to the rescue. MakeHuman is free and open-source middleware used to make digital humanoids. It’s a very successful tool focused on character bases, which can further be used in the creation of cartoons, animations, art renders, and more.
Yet, you can’t talk about MakeHuman without talking about Blender.
If you don’t already know it, Blender is free and open-source graphics software that’s used to create animations, visual effects scenes, 3D models for CAD and 3D printing, motion graphics, virtual reality, and video games.
Even in Blender, making realistic human models is complicated and requires a lot of time, and this is why MakeHuman and Blender walk roads together. Using the two programs can save a lot of time, especially for large-scale projects like animated movies or video games, as it takes literally just minutes to create a basic human model using MakeHuman and Blender.
Hungry for more? Then read on for a quick bit of background followed by an extensive guide, which you can follow along like a tutorial!
MakeHuman was originally created as a python script for Blender using the Blender API. However, once it grew large enough, the API was no longer sufficient to write lengthy and complicated code for MakeHuman, which led to it moving out of Blender and its script being written in C and C++. Owing to the complexities of these languages, MakeHuman was then written again and released in Python.
For beginners, digital human models can seem a little creepy, but a little practice can go a long way. Before you can get to that, however, you’ll need to know the basics of MakeHuman, including how to install and interact with the program.
To use MakeHuman with Blender, you’ll of course already need to have Blender installed. For detailed instructions on how to download and install it, check out the online Blender Manual. It also has a lot of other useful information on the software’s various features.
Moving forward, here’s how to install MakeHuman on your device:
You should now be able to see the “mhx2” file type when importing in Blender. That said, for the following guide, we’ll be discussing the STL file type.
The first user major interface component of MakeHuman is the Main Toolbar, which displays a variety of options, including the viewing angles, the model wireframe, the saving options, and more.
Note that, below the Main Toolbar, MakeHuman organizes its tools, features, and functions under two rows of Main Tabs (on top) and Sub Tabs (underneath).
Here are some of the most important options in the Toolbar, along with descriptions:
Next up, we’ll discuss the Modeling Main Tab, which among other characteristics, offers options to set a model’s gender, age, and body proportions. Let’s go through all but one (Custom) of the Sub Tabs:
The Geometries Main Tab is used to set external features, like hair, teeth, and clothing. This section has the following Sub Tabs:
The Materials Main Tab is used to set the skin type and the eye color of the character. For reference, it also reiterates what the user has selected for eyelashes, eyebrows, teeth, and hair in the Geometries Main Tab.
There are two main decisions to make here:
The Pose/Animate Main Tab can be used to rig the character’s skeleton according to what the character will be used for, the pose of the character, and the facial expression of the character. It features three Sub Tabs:
The Rendering Main Tab is used to set the resolution of the to-be-rendered model. If the resolution is set too low, the anti-aliasing checkbox can be checked to make the render look cleaner and smoother. The following options can be seen in the render section:
If you’ve successfully used the above software features to model a character, it’s time to port it to Blender. The first step is exporting:
After exporting a MakeHuman model to the desired location, here’s how to open it in Blender:
With the above information, you should have no trouble making a human model and bringing it over to Blender. If you don’t need the model to move (e.g. for basic character design), you can directly work on the imported model in Blender.
If you want to rig the model (e.g. for animation) and bones weren’t already added to the model in MakeHuman, you’ll need to add and align them in Blender. To learn more about this, take a look at our article on rigging in Blender.
There are many reference articles and materials on the internet for working with MakeHuman and Blender. Among them are the MakeHuman forum and official documentation, the latter of which consists of active software-related topics, issues, and FAQs. Blender also has an official documentation website, which covers most aspects of the software. Naturally, there are a number of tutorials available on YouTube, with Blender having its own YouTube channel.
Lead image source: Archee Verma via All3DP
License: The text of "MakeHuman & Blender: How to Make Them Work Together" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.