You truly are a lifesaver! Thanks a lot to the team behind this amazing CC0 software. Will be happy to contribute my stuff to the asset page in the future :)
Nice to see that the project isn't dead yet. Despite the recent releases of lots of Enterprise solutions, This is still my favorite, as it is the most modular.
This program is very cool 👍😊 I also wish there was a 3D character generator for designing characters with non-human traits. It could be traits like anthropomorphic characteristics, animal ears, tails, wings, horns/antlers, vampire teeth, exaggerated alien features, and qualities from mythical creatures.
It took a while but I was able to use this tutorial to get started. I think some of the more minute details could be added. For example I didn't know about the shading button to be able to see the textures I was adding. You clicked it in the video, so I'd suggest saying that in the tutorial.
Looks very promising. I'll definitely experiment with it in the future. I wouldn't mind seeing certain tools in the future like a tool to edit the subtleties on the skin tone (unless that one is already there) and a tool similar to something like Headshots that changes 3D faces to look like ones in reference photos using AI
For some reason, the Manage presets panel doesn't load when I try to follow the tutorial. Every other panel shows a list of options but Manage presets just stays still, no option shows up. SOLVED: you need to have the mesh selected in order to most options to work, including this one.
Thank you for the video, it was really helpful and highlighted a lot of really cool features. Would it be possible to do a follow-up video, showing how to export the model to Unity? I've attempted to export as an FBX but it does create some issues with the model when I import it into Unity.
i'm at 8:20. i've added a Rigify rig, and generate rig, but when i try to add eyes or clothes i get "setup rigging is enabled but could not find a rig to attach to" - works okay w/ your example of the default rig.
Hm. That works for me using the rigify default meta rig. Can you post a bug report following the instructions at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html ? With some screenshots I should be able to take a closer look at it.
When I export a fbx file I don't have a texture for the eyes. I am trying to import the character to Unity. I see the material .high-poly and it doesn't have .unused like I see other materials that don't have a texture. Is there a way to have the textures get added to the materials automatically in Unity? Right now I have to add each one to the Base Map. Also is there a way to add other rigs like in makehuman? Really looking for a Unity rig that also has mouth, breast, and butt bones. Hair bones would be cool too. Then can use a lip syncing asset and Dynamic Bone in Unity. Thanks for the video.
The problem is probably that you have exported procedural eyes. Unity will not understand procedural blender materials. I've made a video outlining the proper import/export settings now: ruclips.net/video/YypDcUpON8A/видео.html
It seems the location for adding assets has changed. I'm using blender 4.2.1 and MPFB2 2.0-b1. I found the load asset button in Apply assets -> Library Settings -> Load pack from zip file.
This tool is excellent! But it could really do with some hairstyles for men. I'm using the tool right now. I aim to make male and female models for my Wild West game. And for the NPCs. I'll make suitable hair for my game characters. The first time using MPFB2, it crashed after I made quite a few changes to the model, so now I save after every significant change I make, plus I have Blender set to save regularly - keeping up to 20 previous saves. The crash is very likely to be my machine's fault, as it is playing up a hell of a lot (constantly freezing), and will be replaced soon with something a lot more powerful. Subscribed 😃
@@reinantewhisper9333 Shape keys are called "targets". You can create these using the "MakeTarget" tool which is available under "create assets". There would be no difference between facial shape keys and any other shape key. You can keyframe the weight of these shape keys to animate them, but be sure to deselect the "prune zero targets" on the model tab, otherwise zero-weight shape keys will be removed from the character.
@@MakeHumanCommunity Oooh that´s fine, but there are also by default facial expressions availables for modifying into the add-on and ready for animate, such us open/close mouth, eyes, etc...?
@@reinantewhisper9333 No, there is no such ready-made library for MPFB. There might be occasional useful targets available in the asset repository, see www.makehumancommunity.org/targets.html but my guess is that you won't find targets that are a good fit for facial animation there.
@@MakeHumanCommunityThanks so much, MakeTarget is really useful to me now :) But I have another big problem and is about the "Helpers" for the rig. There are basic Helpers with IK for the legs, FK to the arms and a good one to close and open the hands? It's because I tried to create the first one by default, but is like has more manipulators, the hands are not closing or open, only doing weird things like stretching the fingers and another thing I perceived is a bit lag when I'm trying to manipulate any part of the body. In my case I like to make action sequences, us jumping, running, etc.. So the rig must having less Helpers, only the basics as I told you before. I don't know if it's so complicated to make something like that..
At 05:00 it is impossible to hear what you say, but it is extremely important. All I hear is "These settings are ??? to start, it can ??? be changed later on". So, what are the '???' there? Namely, can these settings be changed later on or not?
"These settings are just a start can call be changed later on." As a tip: the video has subtitles. You can enable these with the texting icon in youtube. This way you'll get a textual overlay with exactly what is said.
There is an ongoing discussion about the visemes in the dev group, but no plans have been formed. The basic issue here is that the existing visemes from MHX2 are license incompatible with MPFB2 (they are GPL, whereas MPFB2 promises all assets and morphs are CC0). At some point, visemes and related support will be added, but it is unlikely to be anytime soon.
everything is fine in your add-on, thanks) but you have to draw the weight of the bones under the armpits of the clothes yourself, otherwise something terrible happens when the character’s arms are raised) PS: I also helped a little sculpting)
Following you step by step but I can't seem to make the materials come up. Can you describe in a little more detail how to bring up this panel? Also I'm not able to get the armature to move. Maybe the whole things related because I don't have the rig set up properly, maybe (?). Any help you can give would be most appreciated. This looks like an awesome tool! Thank you
Can you be a bit more specific concerning where you are and what you are trying to do? Such as, is there a specific time stamp in the video which doesn't look the same when you work with it? If we're talking about the alternative materials panel, my guess is that you didn't install the relevant asset pack. The extra materials is in a separate pack aside from the system assets pack.
@@MakeHumanCommunity Thanks for answering back. I did apply all the necessary assets (not the extra assets just yet). I'm trying to apply the materials on to body parts which starts on 9:39 but am having little success. I'm sure there are some buttons I need to click that I'm not clicking, for example, I believe you have to be in edit mode to apply materials and so on.
@@dctrex The section at 9:39 concerns eyes specifically. If you want to adjust other body parts you need to select the *.body mesh and use the material properties for that. I tried writing some docs about the skin properties: static.makehumancommunity.org/mpfb/docs/materials/skinv1.html Can you take a look at these and see if they make the procedure more clear?
yeah I did that up to adding skin then it tells me no matching assets. maybe change filter? what filter and why didn't it set itself up like yours with skin ans every basic in that system assets zip file? I am using blender 3.3.3
The system asset pack is very large compared to the addon zip, and it never changes. The addon is rebuilt every night. It is a needless load on the host to force re-downloading of all the system assets every time someone wants to update the addon in itself. This said, if you downloaded and installed the system asset pack, then obviously it should find the skins. I'll be interested in seeing what has happened. RUclips does not easily lend itself to posting screenshots and logs. If skins don't want to show up, then maybe you could follow the instructions at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html and post an issue at github?
@@MakeHumanCommunity how do I go about getting feed back logs its an add on in blender not a CLI where I can easily copy paste output to somewhere else, as I use Linux . is there anything else that needs to be setup outside of blender in the makehuman plugin folders in home/documents/ or .confilg/makehuman folders that is suppose to be done, or just add the zip via the blender addon ?
@@userxbw Under the "developer" panel there is a button "export log". If you have "default" selected in the box above the button and click the button, you should be able to save a text file with the current log. If you are talking about the asset pack zip, the only thing you should need to do is click the "apply assets" -> "library settings" -> "load library from pack" button and select the zip file you downloaded from the assets pack page at static.makehumancommunity.org/assets/assetpacks/makehuman_system_assets.html
@@MakeHumanCommunity I finally got it working. I add the plugins and turned on that socket option perhaps that was what was missing because there are 2 seperate plugins for that blender from makehuman but it works now
The install instructions in this video no longer work! You can figure out how to install the MPFB by re-watching that part of the video a couple of times and clicking around in Blender, but installing and configuring the rest is completely changed. Can we get updated instructions?
@@DavesChaoticBrain MakeHuman and MPFB are two separate applications. See static.makehumancommunity.org/mpfb/faq/differences_between_mpfb2_and_makehuman.html Both are developed within the MakeHuman Community and operate on the same basic assets, but MPFB ("MakeHuman Plugin for Blender") is a blender addon while MakeHuman is a standalone GUI application.
hello whenever i try to add an eye or eyebrow it gives me this error "set up rigging is enabled, but could not find a rig to attach to" how do i fix this
@@isaacodeh3618 There are two ways to solve this. The recommended way is to first select the human object and then open the "rigging" -> "add rig" panel and add a "default" rig. This way you can move/animate the character and everything you attach to it (eyes, clothes...) later on. The other way is to disable rigging. In the "apply assets" -> "library settings" panel, there is a checkbox for this. This will make the warning go away, but you will not be able to move/animate the character later on if you do this.
another issue - imported a character from MH but when i try to save in Blender as a preset i get some big long error about "Can only serialize characters created within MPFB (ie not imported characters)"
Yes, that is expected. The MH imports and the MPFB preset characters might look the same, but they are fundamentally different. What you get from MH in the direct import is a baked mesh with no shape information. If you want to preserve the shape info from MH, you can save the character as MHM (the normal save file) and then import "from presets" -> "mhm" in MPFB. Then you get a live character rather than a baked.
@@RandomFoxxoGaming My guess is tha you're running old code. This either because you tried to upgrade a prior blender version which had an old version of MPFB, or because you have stale python cache files (.pyc) from a prior version hanging around. There is a FAQ about how to investigate this: static.makehumancommunity.org/mpfb/faq/ensure_correct_version.html The entry is about the old legacy addon format, but the principle should be the same even if you installed a version from the last few days.
The software is fine for sculpting a face and body, but sadly, I could not get any of the skins to work. No matter which skin I tried, I only get one solid color. I even tried the skins with tattoos, odd paint, etc. and every model I tried (I created six new models, quitting Blender between each one, hoping this would help) only shows the same beige mono color across the entire model. I guess I will try MakeHuman and see if I can do better with it.
@@MakeHumanCommunity Yes, you are correct. I missed this - embarrassing. I started using your standalone MakeHuman, doing well, but will return to learning MPFB2.
Thank you for this great job; in makehuman, in the tab: poses/animations I find expressions like Anger, Attention, Determination... Are they still available in mpfb2? ...Where can I find them?
BVH-style poses (and in extension, makehuman expression) is one of the things which remain to port from MakeHuman. So unfortunately, there is no comfortable way to use these from inside MPFB. The cumbersome way to get them is to apply the expression in MakeHuman and do a socket import into MPFB ("new human" -> "from makehuman"), but that way you lose out of some of the functionality MPFB otherwise offers. It's on the todo list, but there's no timeline for it.
I checked the text file that determine the various expressions, for example the determination01.mhpose file has the following settings: "NoseWrinkler": 0.126, "MouthRightPullUp": 0.347, "LeftBrowDown": 0.312, "RightBrowDown": 0.075, "MouthLeftPullSide": 0.382 I tried looking in the MPFB2 settings but the nomenclature doesn't match. I noticed that MPFB2 uses the character - instead of capital, but I don't find it like that either, for example nose-wrinkler, or mouth-right-pull-up Is there a nomenclature conversion table between makehuman and MPFB2? Is there any possibility to apply the settings via a blender script? Thanks again
@@gianpaololucatti6594 These are "poseunits". They are defined in github.com/makehumancommunity/makehuman/blob/master/makehuman/data/poseunits/face-poseunits.json, which basically maps each pose unit to a single frame in a BVH animation (poseunits.bvh in the same directory). But as MPFB does not yet read BVH animations, there is no corresponding functionality in MPFB.
Yes, using the same method as is described starting 11:15. Technically there's no difference between hair and clothes, so you can treat them the same way.
Do you have the base mesh selected? And is it possible to save a new preset by entering a name in the input box and clicking the save button? If you can't get around the issue, I'll be interested in more details. Please see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
@@MakeHumanCommunity Nah nothing was dropping down at all, however I found the problem! I had A sun because I was checking shadows. Because it was in my scene collection the menu wouldn't drop down. But, as soon as I deleted that the drop down menu worked as normal. Very odd.
@@tr1pod623 Maybe you have a different material model enabled? On the "apply assets" -> "library settings" -> "material" panel, you can choose which material models to use when loading a new asset. There is some background information about this at static.makehumancommunity.org/mpfb/docs/materials.html The color adjustment of the skin is probably "enhanced" skin.
TRYING THIS AND HAVE BEEN LOVING IT, THE NEW RIGS ARE AWESOME, BUT..I'VE RUN INTO ISSUES, ONE BEING, THE EYELASHES DON'T MOVE PROPERLY WITH THE EYELIDS WHEN THEY CLOSE/OPEN. THEY'RE NOT EVEN ATTACHED RIGHT. THEY DON'T WORK ON HARDLY ANY CHARACTER/WITH ANY EYELASH SIZE, OR EVEN WITH THE RIGS THAT COME PRINSTALLED. ANYONE ELSE HAVING ISSUES LIKE THESE? IF SO, HOW'D U FXI THEM? I'VE BEEN TRYING TO MAKE SHAPE KEYS, I THOUGHT USING BONES INSTEAD OF JUST EDITING THE VRTS ALONE WOULD BE EASIER THEN EDITING SAID VERTS...IT ISN'T EASY. :(
That sounds strange. But I'll need more information to be able to say what has happened. Take a look at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html for information on what kind of information is needed, and where to best post the error report.
I am getting error while i am trying to create human and pack already installed and asset pack also loaded in the blender but it is asking me to enable Import-Export: wave object in the preference but i am unable to find this addons in the preference so please help for the same...
My guess is you are trying to use an old version of MPFB together with blender4. The old wavefront import is no longer available. To work with blender4 download a recent build from static.makehumancommunity.org/mpfb/downloads.html
No, you can download specific assets from here: www.makehumancommunity.org/content/user_contributed_assets.html Or if you have the MakeHuman GUI application installed, you can use the graphical asset downloader to download there and then specify where the makehuman directory is in the MPFB preferences.
@@MakeHumanCommunity what is the eevee or cycles mode? sry im very new with blender and MakeHuman but its okey i just give up. i just wanted a new hobby in my life xd
@@evilfurnacetv6265 You can display the viewport in four different modes: "wireframe", "solid", "material preview" and "rendered". In "solid" mode, you just see a rough representation of the objects, with no texture. See docs.blender.org/manual/en/latest/editors/3dview/display/shading.html Note that this has nothing to do with MPFB, it's how blender works. My recommendation is to view a few short intro videos on getting started with blender before moving on to MPFB.
@@VisualGODVisual-wk7ey That is not enough information to go on in order to understand what the problem is. If you experience a problem, see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html It is also perfectly fine to post a support request in the github issues section. The important part is that you add enough information and images to explain what the problem is.
@@tushardasgupta5601 Under some circumstances yes. But you need to a) maintain the geometry, ie not do multiresolution or auto add verts, b) move the joint cubes to the correct position.
In general, you need to have any makehuman object (basemesh, a rig, clothes...) selected in order to see the relevant sub tabs. This said, you might also have encountered a bug. See static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html for information on how to report this.
Hey i have blender verson 4.0 so after adding human when i add skin or eyebrows anything it say fit to body is enable but active object is not a base mash please help me sir
This might be a stupid question, but is the base mesh the active object in the scene? I.e, is the character the only selected object when you try to add an asset? If you, for example, have the default cube as the active object, then you'll get this error message as you can't add eyebrows to the default cube.
After adding the rig helpers, what button are you pressing to move the rig? I'm sorry I'm new to blender, and it doesn't appear you're using grab/move or rotate...
First, you need to be in pose mode in order to move anything at all. You can find pose mode in the mode drop down in the top left of the window. After that I'm selecting a bone and using the normal grab/move/rotate buttons. Ie "g" for moving a bone or "r" for rotating it.
I just tried make human 1.2.0. I exported my figure in makehuman to an STL file. When I sliced it with Prusa Slicer 2.7.2 there were large gaps left out. I tried Makehuman 1.2.0 for Windows and I tried on a Mac with the same results. I tried exporting the figure for Blender. Exported the blender file to an STL file and I was still getting large gaps when slicing. I will probably just stick with blender by itself.
I don't understand the question. Obviously you can use the character in blender. MPFB is a character generator for blender, so using its characters in blender is its whole point.
That's an either/or. You can either have a sculpt ready mesh or you can have a mesh with shape keys and fitting geometry. The idea is you use the sculpt to produce an asset that can then be used for characters. For example you can create a normal map which can be used together with skins, see m.ruclips.net/video/F5n8gJdDmQ8/видео.html Or, for larger modifications you can create new modeling sliders. These are created using "maketarget" under "create assets".
After installing the Asset pack. A "No matching assets. Maybe change filter?" massage appears when trying to add assets, even after restarting blender. What's the solution to this?
Hard to say without any details. I would need to see a screenshot of the corresponding data directories, and screenshots of the filter boxes. Best would be to post a bug report, see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
@@MakeHumanCommunity thanks for responding. But problem is already solved. I just had some random word on the filter, I just deleted that and all is good. Thanks for this tool, it makes life much easier.
Is there a texture for the nails ? I have been looking for it but I am not finding it. Also, Can you please explain me in details how I can change the skin tone, I have been playing with the color wheel but I don't see the deference. I am trying to make an African skin with lighter skin tone than the available skin.
I added some docs at static.makehumancommunity.org/mpfb/docs/materials/skinv1.html Can you check if these make the management of the skin properties somewhat clearer?
That sounds very strange. Only situation I can think of is if a texture has disappeared. If you can provide a bit more info, as per static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html, we could take a closer look at it.
I'm a bit confused. This video is about MPFB. Did MakeHuman stop working after installing MPFB? If you have problems with installing MakeHuman, see www.makehumancommunity.org/wiki/FAQ:MakeHuman_does_not_start
I am new to blender and first time using blender after applying skin it doesn’t looks Same my cloths are low quality the eye doesn’t have eyelids. What should I do , I have 16gb ram I7 Rtx 2060 is it too low for this add on ?
Your machine is plenty enough. My guess is that you have blender set on Eevee rather than Cycles, and that you either have simplify enabled or haven't increased the subsurf levels high enough for things to look good. These are simple checkboxes, so the challenge here is mainly to find them. If you can't get it right, write a support request at github.com/makehumancommunity/mpfb2/issues with screenshots included to explain what happens. Then we should be able to point you in the right direction.
I get this error, when i try to import a human from makehuman to mpfb2 blender, i get this error where it says "An unhandled exception was encountered: 1-2 args execution context is supported. See console or log for information to provide in error report." Please how do i fix it?
If you are using blender 4, be sure to download the blender 4 specific build. If not, see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html for how to report an issue.
@@tzichigamer8291MPFB works on blender 3.6 when using the nighly build or the mpfb2-alpha3 release. It works on blender 4 if using the specific mpfb2-blender4 build.
I downloaded blender 3.6 and I still cant import the human I made from makehuman to mpfb2, I got the error "An unhandled exception was encountered: 'ShaderNodeTree' object has no attribute 'interface'. See console or log for information to provide in error report." and i'm using bledner 3.6 and MPFB version v2.0-a4 @@MakeHumanCommunity
@@tzichigamer8291 This sounds to me as if you're trying to run the blender 4 version of mpfb in blender 3.6. This won't work. If you want to run blender 3.6, be sure to download the addon version which does not have "blender4" in the name. If you've been trying to load/update the mpfb installation a few times, it might be worth looking at static.makehumancommunity.org/mpfb/faq/ensure_correct_version.html
Question: I already have characters in blender (imported from makehuman) which I have been using for a while... is there a way I can use these sliders on them using this add-on or do I have to start a new character from scratch?
If you imported them via MHX, you have baked meshes. All targets have been combined into a resulting mesh. Thus there is no remaining information on what sliders have been used. However, if you still have the makehuman save files (the MHM files), you can open these directly in MPFB and get a character which you can continue working on.
@@MakeHumanCommunity - OK thanks. Another question, can I adjust the parameters after I apply the rig? When I try to do that now, the eyes, hair and other objects don't adjust with the rest of the body
@@Boccaccio1811 I'm assuming we are no longer talking about material parameters. If you chnge model parameters you need to click the refit button on the model panel or check the auto refit checkbox.
This is not enough context to provide an answer. Export how? Export to where? In general, see this link for information on how to report problems: static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
Wow, this tool is amazing! It seems like when I try to import the assets, I have to select all zip files individually and import all one at a time, is there a way to resolve this? Also is it safe to delete the zip files once they are imported?
Thank you very much, sir. I am trying to make realistic genitals for my characters in Blender 3.4, but I cannot get the sliders to work. Could you give me some advice or solution? Thank you. I have already subscribed.
The first step is that you need to download the proxies which have these parts in the first place. These are not available as asset packs yet, but can be found at www.makehumancommunity.org/proxies.html. You'll want one or several of Wolgade's versions. Place all files belonging to such assets in separate subdirectories in data/proxymeshes in you mpfb user data. You can find that folder by clicking the user data button under the system and resources / directories panel in MPFB2. Once you have applied a relevant proxy, the genitalia sliders should modify that. If you still can't get it to work, write a support request on github. It's easier to share screenshots there explaining what needs to be done.
This is too little information to give a good answer. If you experience a problem with MPFB, take a look at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html to see what information is needed to be able to help you.
Missing really important details, had to get help just to find the tab, once I restarted Blender I could get the tab that is labeld MBFP2 but that's all it is, just a tab, no menu or unique workspace what soever.
Is it possible to take the skin texture generated with this addon and apply it to the mesh of a character already created in blender? I have a character that I created myself with no addon and I want to use the skin of this addon on my character, is it possible?
There are two parts of the skin: A diffuse texture and procedural pores etc. The procedural parts should be no problem porting. Simply assign the same material to your character. To give it a test spin without the diffuse texture, open the skin group in the shader editor and unhook the image texture node. You might need to adjust some values to get it to look right. Porting a diffuse texture is a complicated thing though. I have no *easy* solution for you. Theoretically, you could try to create a second UV map on a MPFB character and make it compatible with the UV map of your own character, and then bake from one UV map to another. But this is quite a lot of work,
@@MakeHumanCommunity Yes I imagine how long it will take to do the second part. Thanks for the reply. If not I tried it but I can't succeed. I only been able to make the first part of what u said in the first paragraph. For the remaining I ma quite lost. I guess I will only use this addon for characters I will make from scratch using it. For other characters I made, I will find another solution. Which I am pretty sure will take twice time.😂
@@ezadam_44 It might be of interest that I'm currently working on a new version of the skin shader. This texture will obviously also be geared towards MPFB/MH characters, but it will significanly increase how much is procedural, with the aim of being viable without a diffuse texture. There's no definite timeline for this, but it'll appear in MPFB once it's finished enough to be useful.
I haven't even opened Maya, so that is beyond my capabilities. However, since the assets are CC0 and the source code is GPL, it's perfectly fine to pick them up and make implementations on other systems. I know there is some stuff done for Godot, and someone has made a javascript reimplementation for the web for example. I'm here to give pointers and answer questions if someone wants to start another spinoff.
@@MakeHumanCommunity OK. Makehuman is just such an amazing software to me. It provides majorly great customization features no other human model creator has. Not even the ones considered the best. Makehuman will always be my go-to software to create human models. ☺
This feature hasn't made it into the roadmap yet, but I don't see a reason why it could not be added. If you want, it would be helpful with a feature request where you describe how you would like it to look. Such requests can be added at github.com/makehumancommunity/mpfb2/issues
@@MakeHumanCommunity would do so ^_^ tbh its the only reason i am tethered back and forth between mpfb2 and makehuman.. and thanks for the reply ^_^ (and more power to the project)
Thank you, I was able to install mpfb2 in 4.2 😊 Problem I am encountering now is that assets are not loading after I click ‘load pack from zip file’ under Apply Assets. I restarted blender and still no assets. I am not sure what I am doing wrong
@@dennisdiamante1534 Hard to say without more information. If you're the same person who posted on the forum, I've answered there and requested some additional screenshots. Otherwise, it'd be helpful if you followed static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html and provided screenshots of what happens, as well as of the user data dirs which can be found via the system and resources panel.
Create a forum login at www.makehumancommunity.org/forum/ Once the email is confirmed, go to the relevant section under www.makehumancommunity.org/content/user_contributed_assets.html On for example the clothes section, you will find a "log in" link. Use the forum username and password. Go back to for example the clothes section. Follow the "click here to upload clothes" link.
@@MakeHumanCommunity, i might be glazing here but I'm glad y'all respond fast too been using the app for a little while now and its fun recently found out about the addon its fun, cant wait for what you guys have also thanks for the instructions
This sounds like blender does not find the texture file, for example because it is moved or you have upgraded blender without migrating the old preferences and settings. But more info is needed in order to say. See static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
This is somethng I could never get working neither on this, or makehuman itself. The default materials for clothes and hair colours just do not work! If you have any idea or suspicion, met me know. Everything works and except this part....Everything is done step by step....Ideas anyone???
That sounds different from any report I've heard before. But for MPFB2, the logs should be detailed enough that it should be possible to figure out what is happening. If you take a look at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html and include enough information, it is reasonably likely we could get to the bottom of it.
@@MakeHumanCommunity I have downloaded the asstets, I have loaded them via zip as it's supposed to be done, but no different material selection is possible. I am an expert blender user and I understand programmes well. Thank you anyway, perhaps you can check this. It's still a great time saver though. thank you
@@DidacticEditions Still, I would like to know what happens. If it's a bug it should be fixed, and I can't fix it unless I know what goes wrong. So if you find the time at some point, it would be helpful with a bit more information. Regarding extra materials, I know there is a specific problem on windows where paths contain a non-ascii character. For example, if your user name is "Andrée", it will fail on the é character and not be able to find the extra materials stored in your user profile. This is a known issue, but I haven't gotten around to fixing it yet.
There is too little information provided for giving an answer. Not showing in what sense? Are the eyes completely black or not visible at all? Or are you talking about the settings for changing eye color? In general, this is a good start when you want to report an issue or ask for support static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
@@MakeHumanCommunity Thank you so much sir I solved the problem 🥰❤️but now have little problem I think because of my PC because my PC is low quality but I am trying hard working ❤️
"The first step is to make a human from scratch" ... Hmmm "hey baby! Get over here! We have some work to do before I can play with this cool app I found" *some time later* whew, done. OK, now what?
I have no experience whatsoever with Unreal, I only worked with Unity. However, if someone wants to collaborate on a tutorial, I can help out with those parts that concern the blender side of things.
Reallusion character creator has a tough challenger. There business will get down. I want to but that software but now I am using make human.. Wonderful.. But i like make human stand alone app.
This is nice, hopefully this grows to become a huge success and a go to stuff for blender users
You truly are a lifesaver! Thanks a lot to the team behind this amazing CC0 software. Will be happy to contribute my stuff to the asset page in the future :)
Nice to see that the project isn't dead yet. Despite the recent releases of lots of Enterprise solutions, This is still my favorite, as it is the most modular.
This cool comeback is always welcoming to the industry.
I would like to see some tutorials for Unreal Engine too
Thanks. Thanks a lot. You guys are angels. May you live long.
MakeHuman is a good solution to generate low-poly characters, instead of using Genesis 3 models that are much heavier. Thank you!
This program is very cool 👍😊
I also wish there was a 3D character generator for designing characters with non-human traits. It could be traits like anthropomorphic characteristics, animal ears, tails, wings, horns/antlers, vampire teeth, exaggerated alien features, and qualities from mythical creatures.
You could use a program like cascadeur to animate these features using auto-physics to interpolate most of the passive movements
In the make human program you can do this, not tested in the blender version.
Thanks for sharing this. The MPFB2 looks really awesome!
It took a while but I was able to use this tutorial to get started. I think some of the more minute details could be added. For example I didn't know about the shading button to be able to see the textures I was adding. You clicked it in the video, so I'd suggest saying that in the tutorial.
Looks very promising. I'll definitely experiment with it in the future. I wouldn't mind seeing certain tools in the future like a tool to edit the subtleties on the skin tone (unless that one is already there) and a tool similar to something like Headshots that changes 3D faces to look like ones in reference photos using AI
For some reason, the Manage presets panel doesn't load when I try to follow the tutorial. Every other panel shows a list of options but Manage presets just stays still, no option shows up. SOLVED: you need to have the mesh selected in order to most options to work, including this one.
Really thanks for your work.
Thanks for the excellent high quality content!! Very nice video.
Thank you for the video, it was really helpful and highlighted a lot of really cool features.
Would it be possible to do a follow-up video, showing how to export the model to Unity? I've attempted to export as an FBX but it does create some issues with the model when I import it into Unity.
i'm at 8:20. i've added a Rigify rig, and generate rig, but when i try to add eyes or clothes i get "setup rigging is enabled but could not find a rig to attach to" - works okay w/ your example of the default rig.
Hm. That works for me using the rigify default meta rig. Can you post a bug report following the instructions at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html ? With some screenshots I should be able to take a closer look at it.
When I export a fbx file I don't have a texture for the eyes. I am trying to import the character to Unity. I see the material .high-poly and it doesn't have .unused like I see other materials that don't have a texture.
Is there a way to have the textures get added to the materials automatically in Unity? Right now I have to add each one to the Base Map. Also is there a way to add other rigs like in makehuman? Really looking for a Unity rig that also has mouth, breast, and butt bones. Hair bones would be cool too. Then can use a lip syncing asset and Dynamic Bone in Unity.
Thanks for the video.
The problem is probably that you have exported procedural eyes. Unity will not understand procedural blender materials.
I've made a video outlining the proper import/export settings now: ruclips.net/video/YypDcUpON8A/видео.html
@@MakeHumanCommunity Thanks, I will watch today.
Thank you for making thing easy.
It seems the location for adding assets has changed. I'm using blender 4.2.1 and MPFB2 2.0-b1. I found the load asset button in Apply assets -> Library Settings -> Load pack from zip file.
This tool is excellent! But it could really do with some hairstyles for men.
I'm using the tool right now. I aim to make male and female models for my Wild West game. And for the NPCs. I'll make suitable hair for my game characters.
The first time using MPFB2, it crashed after I made quite a few changes to the model, so now I save after every significant change I make, plus I have Blender set to save regularly - keeping up to 20 previous saves.
The crash is very likely to be my machine's fault, as it is playing up a hell of a lot (constantly freezing), and will be replaced soon with something a lot more powerful.
Subscribed 😃
In this add-on, it´s available to create facial expressions for animate, and then added or converted as Shape Keys?
@@reinantewhisper9333 Shape keys are called "targets". You can create these using the "MakeTarget" tool which is available under "create assets". There would be no difference between facial shape keys and any other shape key. You can keyframe the weight of these shape keys to animate them, but be sure to deselect the "prune zero targets" on the model tab, otherwise zero-weight shape keys will be removed from the character.
@@MakeHumanCommunity Oooh that´s fine, but there are also by default facial expressions availables for modifying into the add-on and ready for animate, such us open/close mouth, eyes, etc...?
@@reinantewhisper9333 No, there is no such ready-made library for MPFB. There might be occasional useful targets available in the asset repository, see www.makehumancommunity.org/targets.html but my guess is that you won't find targets that are a good fit for facial animation there.
@@MakeHumanCommunityThanks so much, MakeTarget is really useful to me now :)
But I have another big problem and is about the "Helpers" for the rig. There are basic Helpers with IK for the legs, FK to the arms and a good one to close and open the hands?
It's because I tried to create the first one by default, but is like has more manipulators, the hands are not closing or open, only doing weird things like stretching the fingers and another thing I perceived is a bit lag when I'm trying to manipulate any part of the body. In my case I like to make action sequences, us jumping, running, etc.. So the rig must having less Helpers, only the basics as I told you before. I don't know if it's so complicated to make something like that..
At 05:00 it is impossible to hear what you say, but it is extremely important. All I hear is "These settings are ??? to start, it can ??? be changed later on". So, what are the '???' there? Namely, can these settings be changed later on or not?
"These settings are just a start can call be changed later on."
As a tip: the video has subtitles. You can enable these with the texting icon in youtube. This way you'll get a textual overlay with exactly what is said.
how about visemes for facial animation?
thank you and have a good one
There is an ongoing discussion about the visemes in the dev group, but no plans have been formed. The basic issue here is that the existing visemes from MHX2 are license incompatible with MPFB2 (they are GPL, whereas MPFB2 promises all assets and morphs are CC0).
At some point, visemes and related support will be added, but it is unlikely to be anytime soon.
everything is fine in your add-on, thanks) but you have to draw the weight of the bones under the armpits of the clothes yourself, otherwise something terrible happens when the character’s arms are raised) PS: I also helped a little sculpting)
i m a bit late but thank you this was exatly what I needed
how to transfer blendshapkeys face to blender in makehuman program when importing a model
This is a great resource!
Following you step by step but I can't seem to make the materials come up. Can you describe in a little more detail how to bring up this panel? Also I'm not able to get the armature to move. Maybe the whole things related because I don't have the rig set up properly, maybe (?). Any help you can give would be most appreciated. This looks like an awesome tool! Thank you
Can you be a bit more specific concerning where you are and what you are trying to do? Such as, is there a specific time stamp in the video which doesn't look the same when you work with it?
If we're talking about the alternative materials panel, my guess is that you didn't install the relevant asset pack. The extra materials is in a separate pack aside from the system assets pack.
@@MakeHumanCommunity Thanks for answering back. I did apply all the necessary assets (not the extra assets just yet). I'm trying to apply the materials on to body parts which starts on 9:39 but am having little success. I'm sure there are some buttons I need to click that I'm not clicking, for example, I believe you have to be in edit mode to apply materials and so on.
@@dctrex The section at 9:39 concerns eyes specifically. If you want to adjust other body parts you need to select the *.body mesh and use the material properties for that.
I tried writing some docs about the skin properties: static.makehumancommunity.org/mpfb/docs/materials/skinv1.html
Can you take a look at these and see if they make the procedure more clear?
@@MakeHumanCommunity Oh great, I will read through and let you know if it helps. Thank you!
@dctrex I'm so happy you asked this question because @makehumancommunity answer was exactly what I needed.
yeah I did that up to adding skin then it tells me no matching assets. maybe change filter? what filter and why didn't it set itself up like yours with skin ans every basic in that system assets zip file? I am using blender 3.3.3
The system asset pack is very large compared to the addon zip, and it never changes. The addon is rebuilt every night. It is a needless load on the host to force re-downloading of all the system assets every time someone wants to update the addon in itself.
This said, if you downloaded and installed the system asset pack, then obviously it should find the skins. I'll be interested in seeing what has happened.
RUclips does not easily lend itself to posting screenshots and logs. If skins don't want to show up, then maybe you could follow the instructions at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html and post an issue at github?
@@MakeHumanCommunity how do I go about getting feed back logs its an add on in blender not a CLI where I can easily copy paste output to somewhere else, as I use Linux . is there anything else that needs to be setup outside of blender in the makehuman plugin folders in home/documents/ or .confilg/makehuman folders that is suppose to be done, or just add the zip via the blender addon ?
@@userxbw Under the "developer" panel there is a button "export log". If you have "default" selected in the box above the button and click the button, you should be able to save a text file with the current log.
If you are talking about the asset pack zip, the only thing you should need to do is click the "apply assets" -> "library settings" -> "load library from pack" button and select the zip file you downloaded from the assets pack page at static.makehumancommunity.org/assets/assetpacks/makehuman_system_assets.html
@@MakeHumanCommunity I finally got it working. I add the plugins and turned on that socket option perhaps that was what was missing because there are 2 seperate plugins for that blender from makehuman but it works now
same problem
GREAT,Love you guys
Thank you Joel.
The install instructions in this video no longer work! You can figure out how to install the MPFB by re-watching that part of the video a couple of times and clicking around in Blender, but installing and configuring the rest is completely changed. Can we get updated instructions?
It's very simmilar, only differens is an downwards angle on the top right in preference and select install from disc
very cool bro i just started useing blender so this will help me alot thanks.
Why make software called MakeHuman but then only ever refer to it as MPFB2? Why do coders always insist on overcomplicating things?
@@DavesChaoticBrain MakeHuman and MPFB are two separate applications. See static.makehumancommunity.org/mpfb/faq/differences_between_mpfb2_and_makehuman.html
Both are developed within the MakeHuman Community and operate on the same basic assets, but MPFB ("MakeHuman Plugin for Blender") is a blender addon while MakeHuman is a standalone GUI application.
hello whenever i try to add an eye or eyebrow it gives me this error "set up rigging is enabled, but could not find a rig to attach to"
how do i fix this
@@isaacodeh3618 There are two ways to solve this. The recommended way is to first select the human object and then open the "rigging" -> "add rig" panel and add a "default" rig. This way you can move/animate the character and everything you attach to it (eyes, clothes...) later on.
The other way is to disable rigging. In the "apply assets" -> "library settings" panel, there is a checkbox for this. This will make the warning go away, but you will not be able to move/animate the character later on if you do this.
another issue - imported a character from MH but when i try to save in Blender as a preset i get some big long error about "Can only serialize characters created within MPFB (ie not imported characters)"
Yes, that is expected. The MH imports and the MPFB preset characters might look the same, but they are fundamentally different. What you get from MH in the direct import is a baked mesh with no shape information.
If you want to preserve the shape info from MH, you can save the character as MHM (the normal save file) and then import "from presets" -> "mhm" in MPFB. Then you get a live character rather than a baked.
in blender 4.2 I am getting an error of AttributeError: CallingOperator 'bpy.ops.import-scene.obj' not found. how do I fix this?
@@RandomFoxxoGaming My guess is tha you're running old code. This either because you tried to upgrade a prior blender version which had an old version of MPFB, or because you have stale python cache files (.pyc) from a prior version hanging around.
There is a FAQ about how to investigate this: static.makehumancommunity.org/mpfb/faq/ensure_correct_version.html
The entry is about the old legacy addon format, but the principle should be the same even if you installed a version from the last few days.
The software is fine for sculpting a face and body, but sadly, I could not get any of the skins to work. No matter which skin I tried, I only get one solid color. I even tried the skins with tattoos, odd paint, etc. and every model I tried (I created six new models, quitting Blender between each one, hoping this would help) only shows the same beige mono color across the entire model. I guess I will try MakeHuman and see if I can do better with it.
@@seabumbb3067 my guess is that you are in "solid mode" in blender. You do not see textures on anything in that mode. That is not specific for MPFB.
@@MakeHumanCommunity Yes, you are correct. I missed this - embarrassing. I started using your standalone MakeHuman, doing well, but will return to learning MPFB2.
Thank you for this great job; in makehuman, in the tab: poses/animations I find expressions like Anger, Attention, Determination... Are they still available in mpfb2? ...Where can I find them?
BVH-style poses (and in extension, makehuman expression) is one of the things which remain to port from MakeHuman. So unfortunately, there is no comfortable way to use these from inside MPFB. The cumbersome way to get them is to apply the expression in MakeHuman and do a socket import into MPFB ("new human" -> "from makehuman"), but that way you lose out of some of the functionality MPFB otherwise offers.
It's on the todo list, but there's no timeline for it.
@@MakeHumanCommunity ok. Thank you very much i try to read the file code and apply to setting of mpfb2
I checked the text file that determine the various expressions, for example the determination01.mhpose file has the following settings:
"NoseWrinkler": 0.126,
"MouthRightPullUp": 0.347,
"LeftBrowDown": 0.312,
"RightBrowDown": 0.075,
"MouthLeftPullSide": 0.382
I tried looking in the MPFB2 settings but the nomenclature doesn't match. I noticed that MPFB2 uses the character - instead of capital, but I don't find it like that either, for example nose-wrinkler, or mouth-right-pull-up
Is there a nomenclature conversion table between makehuman and MPFB2?
Is there any possibility to apply the settings via a blender script?
Thanks again
@@gianpaololucatti6594 These are "poseunits". They are defined in github.com/makehumancommunity/makehuman/blob/master/makehuman/data/poseunits/face-poseunits.json, which basically maps each pose unit to a single frame in a BVH animation (poseunits.bvh in the same directory). But as MPFB does not yet read BVH animations, there is no corresponding functionality in MPFB.
Is it be possible to change the hair color on a color wheel? 8:43
Yes, using the same method as is described starting 11:15. Technically there's no difference between hair and clothes, so you can treat them the same way.
@@MakeHumanCommunity Oh I see. Thank you for letting me know ☺️
Not sure why, but when I click manage presets, no dropdown menu comes down to save my preset. Everything else worked perfectly fine? any idea?
Do you have the base mesh selected? And is it possible to save a new preset by entering a name in the input box and clicking the save button?
If you can't get around the issue, I'll be interested in more details. Please see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
@@MakeHumanCommunity Nah nothing was dropping down at all, however I found the problem! I had A sun because I was checking shadows. Because it was in my scene collection the menu wouldn't drop down. But, as soon as I deleted that the drop down menu worked as normal. Very odd.
@@xxokata That is indeed very odd. I'll see if I can replicate it on my machine.
I am having a hard time figuring out how to change color of skin or hair, it doesn't show it like in your video
@@tr1pod623 Maybe you have a different material model enabled? On the "apply assets" -> "library settings" -> "material" panel, you can choose which material models to use when loading a new asset.
There is some background information about this at static.makehumancommunity.org/mpfb/docs/materials.html
The color adjustment of the skin is probably "enhanced" skin.
YOU COOKED🔥
TRYING THIS AND HAVE BEEN LOVING IT, THE NEW RIGS ARE AWESOME, BUT..I'VE RUN INTO ISSUES, ONE BEING, THE EYELASHES DON'T MOVE PROPERLY WITH THE EYELIDS WHEN THEY CLOSE/OPEN. THEY'RE NOT EVEN ATTACHED RIGHT.
THEY DON'T WORK ON HARDLY ANY CHARACTER/WITH ANY EYELASH SIZE, OR EVEN WITH THE RIGS THAT COME PRINSTALLED. ANYONE ELSE HAVING ISSUES LIKE THESE? IF SO, HOW'D U FXI THEM?
I'VE BEEN TRYING TO MAKE SHAPE KEYS, I THOUGHT USING BONES INSTEAD OF JUST EDITING THE VRTS ALONE WOULD BE EASIER THEN EDITING SAID VERTS...IT ISN'T EASY. :(
i tried to add it to blender but it tells me that there is no mesh of the character in the addon
That sounds strange. But I'll need more information to be able to say what has happened.
Take a look at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html for information on what kind of information is needed, and where to best post the error report.
@@MakeHumanCommunity to be honest i wanna be able to run this thing on blender tpaw if there's one for that and works on ubuntu linux
thanks for tutting me about mpfb blender
I am getting error while i am trying to create human and pack already installed and asset pack also loaded in the blender but it is asking me to enable Import-Export: wave object in the preference but i am unable to find this addons in the preference so please help for the same...
My guess is you are trying to use an old version of MPFB together with blender4. The old wavefront import is no longer available. To work with blender4 download a recent build from static.makehumancommunity.org/mpfb/downloads.html
so do you have to download, eg, the whole dress asset pack instead of just one particulr dress you want?
No, you can download specific assets from here: www.makehumancommunity.org/content/user_contributed_assets.html
Or if you have the MakeHuman GUI application installed, you can use the graphical asset downloader to download there and then specify where the makehuman directory is in the MPFB preferences.
the skins doesnt work for me i just see a brown "puppet" and i make exaktly the same what u do... what i made wrong?
Maybe you are not in eevee or cycles mode? Does anything else look rendered?
@@MakeHumanCommunity what is the eevee or cycles mode? sry im very new with blender and MakeHuman but its okey i just give up. i just wanted a new hobby in my life xd
@@evilfurnacetv6265 You can display the viewport in four different modes: "wireframe", "solid", "material preview" and "rendered". In "solid" mode, you just see a rough representation of the objects, with no texture. See docs.blender.org/manual/en/latest/editors/3dview/display/shading.html
Note that this has nothing to do with MPFB, it's how blender works. My recommendation is to view a few short intro videos on getting started with blender before moving on to MPFB.
@@MakeHumanCommunityE'LL SIR I FACING SOME PROBLEM IN BLENDER THAT IT NOT SHOWING ANIMATION WIRES OF CHARACTER SO I CAN'T MOVE CHARACTERS HAND
@@VisualGODVisual-wk7ey That is not enough information to go on in order to understand what the problem is. If you experience a problem, see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
It is also perfectly fine to post a support request in the github issues section. The important part is that you add enough information and images to explain what the problem is.
can we add rig from MPFB2 after sculpting???
@@tushardasgupta5601 Under some circumstances yes. But you need to a) maintain the geometry, ie not do multiresolution or auto add verts, b) move the joint cubes to the correct position.
I can't open any tabs in the rigging category, can you help me with it?
In general, you need to have any makehuman object (basemesh, a rig, clothes...) selected in order to see the relevant sub tabs. This said, you might also have encountered a bug. See static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html for information on how to report this.
Hey i have blender verson 4.0 so after adding human when i add skin or eyebrows anything it say fit to body is enable but active object is not a base mash please help me sir
This might be a stupid question, but is the base mesh the active object in the scene? I.e, is the character the only selected object when you try to add an asset?
If you, for example, have the default cube as the active object, then you'll get this error message as you can't add eyebrows to the default cube.
I can't access the static links, is the site down?
Yes, there was a temporary hickup at the server hotel. The files host should be up again now.
After adding the rig helpers, what button are you pressing to move the rig? I'm sorry I'm new to blender, and it doesn't appear you're using grab/move or rotate...
First, you need to be in pose mode in order to move anything at all. You can find pose mode in the mode drop down in the top left of the window.
After that I'm selecting a bone and using the normal grab/move/rotate buttons. Ie "g" for moving a bone or "r" for rotating it.
I just tried make human 1.2.0. I exported my figure in makehuman to an STL file. When I sliced it with Prusa Slicer 2.7.2 there were large gaps left out. I tried Makehuman 1.2.0 for Windows and I tried on a Mac with the same results. I tried exporting the figure for Blender. Exported the blender file to an STL file and I was still getting large gaps when slicing. I will probably just stick with blender by itself.
Can i use this charecter in blender. i want to cartoon animation video by blender. can i do that? please answar me.
I don't understand the question. Obviously you can use the character in blender. MPFB is a character generator for blender, so using its characters in blender is its whole point.
and how you apply assets and stuff after sculpt mode setup? it delete all assets and rig and you can't add them back.
That's an either/or. You can either have a sculpt ready mesh or you can have a mesh with shape keys and fitting geometry.
The idea is you use the sculpt to produce an asset that can then be used for characters. For example you can create a normal map which can be used together with skins, see m.ruclips.net/video/F5n8gJdDmQ8/видео.html
Or, for larger modifications you can create new modeling sliders. These are created using "maketarget" under "create assets".
After installing the Asset pack. A "No matching assets. Maybe change filter?" massage appears when trying to add assets, even after restarting blender. What's the solution to this?
Hard to say without any details. I would need to see a screenshot of the corresponding data directories, and screenshots of the filter boxes.
Best would be to post a bug report, see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
@@MakeHumanCommunity thanks for responding. But problem is already solved.
I just had some random word on the filter, I just deleted that and all is good.
Thanks for this tool, it makes life much easier.
Is there a texture for the nails ? I have been looking for it but I am not finding it. Also, Can you please explain me in details how I can change the skin tone, I have been playing with the color wheel but I don't see the deference. I am trying to make an African skin with lighter skin tone than the available skin.
I added some docs at static.makehumancommunity.org/mpfb/docs/materials/skinv1.html
Can you check if these make the management of the skin properties somewhat clearer?
@@MakeHumanCommunity Okay Thanks.
why do my eyeballs come up blank when i add them? any help would be appreacited
thanks so much
That sounds very strange. Only situation I can think of is if a texture has disappeared.
If you can provide a bit more info, as per static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html, we could take a closer look at it.
I couldn’t not opening makehuman after installing,can you please help me?
I'm a bit confused. This video is about MPFB. Did MakeHuman stop working after installing MPFB?
If you have problems with installing MakeHuman, see www.makehumancommunity.org/wiki/FAQ:MakeHuman_does_not_start
I am new to blender and first time using blender after applying skin it doesn’t looks Same my cloths are low quality the eye doesn’t have eyelids. What should I do , I have 16gb ram I7 Rtx 2060 is it too low for this add on ?
Your machine is plenty enough. My guess is that you have blender set on Eevee rather than Cycles, and that you either have simplify enabled or haven't increased the subsurf levels high enough for things to look good. These are simple checkboxes, so the challenge here is mainly to find them.
If you can't get it right, write a support request at github.com/makehumancommunity/mpfb2/issues with screenshots included to explain what happens. Then we should be able to point you in the right direction.
anyone knows why there is no MODEL option below NEW HUMAN, my ver is 22/8/2024
@@YuanYan-x1i on which sub panel? If you are talking about presets, then these are your own save files. There are no premade ones bundled.
I get this error, when i try to import a human from makehuman to mpfb2 blender, i get this error where it says "An unhandled exception was encountered: 1-2 args execution context is supported. See console or log for information to provide in error report." Please how do i fix it?
If you are using blender 4, be sure to download the blender 4 specific build.
If not, see static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html for how to report an issue.
what version of blender does it work on?@@MakeHumanCommunity
@@tzichigamer8291MPFB works on blender 3.6 when using the nighly build or the mpfb2-alpha3 release. It works on blender 4 if using the specific mpfb2-blender4 build.
I downloaded blender 3.6 and I still cant import the human I made from makehuman to mpfb2, I got the error "An unhandled exception was encountered: 'ShaderNodeTree' object has no attribute 'interface'. See console or log for information to provide in error report." and i'm using bledner 3.6 and MPFB version v2.0-a4
@@MakeHumanCommunity
@@tzichigamer8291 This sounds to me as if you're trying to run the blender 4 version of mpfb in blender 3.6. This won't work. If you want to run blender 3.6, be sure to download the addon version which does not have "blender4" in the name.
If you've been trying to load/update the mpfb installation a few times, it might be worth looking at static.makehumancommunity.org/mpfb/faq/ensure_correct_version.html
Question: I already have characters in blender (imported from makehuman) which I have been using for a while... is there a way I can use these sliders on them using this add-on or do I have to start a new character from scratch?
If you imported them via MHX, you have baked meshes. All targets have been combined into a resulting mesh. Thus there is no remaining information on what sliders have been used. However, if you still have the makehuman save files (the MHM files), you can open these directly in MPFB and get a character which you can continue working on.
@@MakeHumanCommunity - OK thanks. Another question, can I adjust the parameters after I apply the rig? When I try to do that now, the eyes, hair and other objects don't adjust with the rest of the body
@@Boccaccio1811 I'm assuming we are no longer talking about material parameters.
If you chnge model parameters you need to click the refit button on the model panel or check the auto refit checkbox.
@@MakeHumanCommunity - yes, thanks so much for your help. This makes adjusting characters in blender way more convenient than before
Awesome👏 its very helpful
I made my character, but how do you export the eyes and teeth with the model, they drop to the bottom of the character when I export.
This is not enough context to provide an answer. Export how? Export to where?
In general, see this link for information on how to report problems: static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
Wow, this tool is amazing!
It seems like when I try to import the assets, I have to select all zip files individually and import all one at a time, is there a way to resolve this?
Also is it safe to delete the zip files once they are imported?
I don't think there is a multi file select available, but I can research this.
It is safe to delete the zips once they have been imported.
@@MakeHumanCommunity Thank you so much for your help!
Thank you very much, sir. I am trying to make realistic genitals for my characters in Blender 3.4, but I cannot get the sliders to work. Could you give me some advice or solution? Thank you. I have already subscribed.
The first step is that you need to download the proxies which have these parts in the first place. These are not available as asset packs yet, but can be found at www.makehumancommunity.org/proxies.html. You'll want one or several of Wolgade's versions. Place all files belonging to such assets in separate subdirectories in data/proxymeshes in you mpfb user data. You can find that folder by clicking the user data button under the system and resources / directories panel in MPFB2.
Once you have applied a relevant proxy, the genitalia sliders should modify that.
If you still can't get it to work, write a support request on github. It's easier to share screenshots there explaining what needs to be done.
i have installed the makehuman asset pack, only skin is visible other are missing, can you help me
This is too little information to give a good answer. If you experience a problem with MPFB, take a look at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html to see what information is needed to be able to help you.
Missing really important details, had to get help just to find the tab, once I restarted Blender I could get the tab that is labeld MBFP2 but that's all it is, just a tab, no menu or unique workspace what soever.
Is it possible to take the skin texture generated with this addon and apply it to the mesh of a character already created in blender? I have a character that I created myself with no addon and I want to use the skin of this addon on my character, is it possible?
There are two parts of the skin: A diffuse texture and procedural pores etc. The procedural parts should be no problem porting. Simply assign the same material to your character. To give it a test spin without the diffuse texture, open the skin group in the shader editor and unhook the image texture node. You might need to adjust some values to get it to look right.
Porting a diffuse texture is a complicated thing though. I have no *easy* solution for you. Theoretically, you could try to create a second UV map on a MPFB character and make it compatible with the UV map of your own character, and then bake from one UV map to another. But this is quite a lot of work,
@@MakeHumanCommunity Yes I imagine how long it will take to do the second part. Thanks for the reply. If not I tried it but I can't succeed. I only been able to make the first part of what u said in the first paragraph. For the remaining I ma quite lost. I guess I will only use this addon for characters I will make from scratch using it. For other characters I made, I will find another solution. Which I am pretty sure will take twice time.😂
@@ezadam_44 It might be of interest that I'm currently working on a new version of the skin shader. This texture will obviously also be geared towards MPFB/MH characters, but it will significanly increase how much is procedural, with the aim of being viable without a diffuse texture.
There's no definite timeline for this, but it'll appear in MPFB once it's finished enough to be useful.
@@MakeHumanCommunity This is interesting. Good to know.
Hi sir my eyeballs are not showing its coloring how I fix this plz tell ❤️
I wish there was something like this for Maya. That's my go-to software for 3D animation.
Do you have any plans to make something like this for Maya?
I haven't even opened Maya, so that is beyond my capabilities. However, since the assets are CC0 and the source code is GPL, it's perfectly fine to pick them up and make implementations on other systems. I know there is some stuff done for Godot, and someone has made a javascript reimplementation for the web for example. I'm here to give pointers and answer questions if someone wants to start another spinoff.
@@MakeHumanCommunity OK. Makehuman is just such an amazing software to me. It provides majorly great customization features no other human model creator has. Not even the ones considered the best. Makehuman will always be my go-to software to create human models. ☺
any chance of us getting the body statistics like in makehuman? (height, age, waist size etc) glad to see the project continuing ^_^ 🎉🥳
This feature hasn't made it into the roadmap yet, but I don't see a reason why it could not be added.
If you want, it would be helpful with a feature request where you describe how you would like it to look. Such requests can be added at github.com/makehumancommunity/mpfb2/issues
@@MakeHumanCommunity would do so ^_^ tbh its the only reason i am tethered back and forth between mpfb2 and makehuman.. and thanks for the reply ^_^ (and more power to the project)
Hello, Has it been updated? I can't find
Can't find what? If you are looking for a dowload link, it is here: static.makehumancommunity.org/mpfb/downloads.html
@@MakeHumanCommunity Thank you Sir
what is the license ? and can i use it for commercial use games
static.makehumancommunity.org/mpfb/faq/is_it_really_free.html
github.com/makehumancommunity/mpfb2/blob/master/LICENSE.md
VERY NICE!!!
Does MPFB2 works with blender 4.2?
@@dennisdiamante1534 Yes, the nightly builds and 2.0-beta1 should work with blender 4.2.
Thank you, I was able to install mpfb2 in 4.2 😊
Problem I am encountering now is that assets are not loading after I click ‘load pack from zip file’ under Apply Assets. I restarted blender and still no assets.
I am not sure what I am doing wrong
@@dennisdiamante1534 Hard to say without more information. If you're the same person who posted on the forum, I've answered there and requested some additional screenshots. Otherwise, it'd be helpful if you followed static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html and provided screenshots of what happens, as well as of the user data dirs which can be found via the system and resources panel.
i want to upload my own assets how do i do this
Create a forum login at www.makehumancommunity.org/forum/
Once the email is confirmed, go to the relevant section under www.makehumancommunity.org/content/user_contributed_assets.html
On for example the clothes section, you will find a "log in" link. Use the forum username and password.
Go back to for example the clothes section. Follow the "click here to upload clothes" link.
@@MakeHumanCommunity, i might be glazing here but I'm glad y'all respond fast too been using the app for a little while now and its fun recently found out about the addon its fun, cant wait for what you guys have also thanks for the instructions
Thank you.
The skin textures for my characters don't have textures. It's just the color.
This sounds like blender does not find the texture file, for example because it is moved or you have upgraded blender without migrating the old preferences and settings.
But more info is needed in order to say. See static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
can I use makehumans in commercial renders or games?
Relevant FAQs:
static.makehumancommunity.org/mpfb/faq/use_in_closed_source.html
www.makehumancommunity.org/wiki/FAQ:Can_I_sell_models_created_with_MakeHuman%3F
thank you
This is somethng I could never get working neither on this, or makehuman itself. The default materials for clothes and hair colours just do not work! If you have any idea or suspicion, met me know. Everything works and except this part....Everything is done step by step....Ideas anyone???
That sounds different from any report I've heard before. But for MPFB2, the logs should be detailed enough that it should be possible to figure out what is happening. If you take a look at static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html and include enough information, it is reasonably likely we could get to the bottom of it.
@@MakeHumanCommunity I have downloaded the asstets, I have loaded them via zip as it's supposed to be done, but no different material selection is possible. I am an expert blender user and I understand programmes well. Thank you anyway, perhaps you can check this. It's still a great time saver though. thank you
@@DidacticEditions Still, I would like to know what happens. If it's a bug it should be fixed, and I can't fix it unless I know what goes wrong. So if you find the time at some point, it would be helpful with a bit more information.
Regarding extra materials, I know there is a specific problem on windows where paths contain a non-ascii character. For example, if your user name is "Andrée", it will fail on the é character and not be able to find the extra materials stored in your user profile. This is a known issue, but I haven't gotten around to fixing it yet.
Amazing
Is it all free to use?
static.makehumancommunity.org/mpfb/faq/is_it_really_free.html
@@MakeHumanCommunity Thx
Hi sir my eyes coloring is not showing plz tell me this solution 🥺
There is too little information provided for giving an answer. Not showing in what sense? Are the eyes completely black or not visible at all? Or are you talking about the settings for changing eye color?
In general, this is a good start when you want to report an issue or ask for support static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
@@MakeHumanCommunity Thank you so much sir I solved the problem 🥰❤️but now have little problem I think because of my PC because my PC is low quality but I am trying hard working ❤️
@MakeHuman Did I spot a touch of Swedish English accent here? 🙂
Was it the northlands thick "L"?
en.m.wikipedia.org/wiki/%C3%96stersund
@@MakeHumanCommunity Must’ve been the Blendör pronounciation 😊Anyway, fantastic introduction, clear as crystal. Thanks!
The download speeds of the website are incredibly slow.
Wow cool
"The first step is to make a human from scratch"
... Hmmm
"hey baby! Get over here! We have some work to do before I can play with this cool app I found"
*some time later* whew, done. OK, now what?
it dont work with blender 3.6
This is how you report a problem with MPFB: static.makehumancommunity.org/mpfb/faq/how_do_i_report_a_bug.html
Please, make a tutorial on how to export MPFB2's model to Unreal Engine 5 and make it work🙏🙏🙏. I'm sure, many people would appreciate it!
I have no experience whatsoever with Unreal, I only worked with Unity. However, if someone wants to collaborate on a tutorial, I can help out with those parts that concern the blender side of things.
ruclips.net/video/z58QHe1yUzA/видео.htmlsi=soKte3UvoLTYNJSL
Hello! Could you do a tutorial on how to put the character created in Unreal Engine 4? I would really appreciate it!!
I paused at 10:36 and was a little horrified for a second
Winnifred Expressway
Reallusion character creator has a tough challenger. There business will get down. I want to but that software but now I am using make human.. Wonderful.. But i like make human stand alone app.
It is one of the most difficult to download (makehuman) in order to make a human, so so so super super difficult to open it such hell ☠️☠️☠️
Hodkiewicz Spurs
Too fast