1. The video shows the development (still in progress) of the new generic base rigging.

    The challenge is to use unique bone structure,
    weights and poses applied to very different characters.

    Considering the heavy difference in proportions and shapes, the results are good,
    even if there are still some defects.

    # Uploaded 3,483 Plays / / 3 Comments Watch in Couch Mode
  2. This is a preview of the new facial rigging that will be included in MakeHuman. It uses only standard bones and rotations:

    - no scale
    - no translations
    - no blendshapes

    It's an universal rigging, highly portable to game engines. The video shows a benchmark test: the same weights are used for many different characters. The prototype is done in Blender.

    # Uploaded 4,440 Plays / / 2 Comments Watch in Couch Mode
  3. The challenge is to create an universal rigging, suitable to be exported in all existing software. To accomplish this result, we have to use the minimum number of bones and only the most basic weighting technique. This is the second benchmark of the shoulder study, done in Blender by Manuel Bastioni.

    # Uploaded 6,475 Plays / / 1 Comment Watch in Couch Mode
  4. A description of the new topology selector system.

    # Uploaded 3,867 Plays / / 0 Comments Watch in Couch Mode
  5. A description of the new camera system in MakeHuman 1.0

    # Uploaded 4,381 Plays / / 0 Comments Watch in Couch Mode



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