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Drawing From Life and MakeHuman Workflow

October 28, 2015

Google Alerts Pagewood Studios

 

I have been looking at MakeHuman for some time now and I have some ideas about what I would love to see happen with MakeHuman in the future.

 

 

At Pagewood studios I teach drawing in the evenings to a small group of people. We have lots of fun and it's always a great night. While I teach drawing though, there are several things in particular that I am always saying when it comes to drawing and establishing any kind of character creation, plus making it feel believable to the point it could actually function and exist excluding abnormalities and defects.

 
 

"Measure the body against itself".

 

 
Which leads to my thoughts about MakeHuman. The human body is made up of some hard and fast rules that should 'guide' you in believable character creation. Sometimes nature breaks these rules and that's why we see abnormalities and defects of the human body, for now, that's another topic.


When you're drawing the human face you often use the eyes as a measurement stick. Other body parts used for drawing the human face may include the nose, chin, ear or finger when it comes to using the human body as a tool to navigate through the human body. Using the human body against itself as a tool to create the figure is absolutely imperative.  

My proposal for 
MakeHuman is for you are to change one thing then everything else should change as well; or should it?

 

Every part of the human body updating in relative perspective to the rest of the body creates a faster workflow and a more accurately correct human. For example: 

  1. If you change the size of a characters foot then the forearm length will change in accordance with the foot.

  2.  Changing the size of the eye will change the space between the left and right eye and the space between the eye and the brow and so on.

 

Now, this is where someone stands up and says something that's really obvious and that is, 

 

 

"But humans are asymmetrical" 

- Yes, this is True.

 

 
How does this apply to MakeHuman then? An ABC or 123 workflows that's the same with drawing for animation could be introduced. 

 

 

3 different modes for creating humans:

  1. Self-measurement mode.

  2. Weight  (Fat & Muscle) mode.

  3. Tweak mode (Measurement)

 

Measurement features may include:

  1. Head

  2. Feet & Hands

  3. Legs & Arms

  4. Eyes, Nose, Mouth & Ears

  5. Fingers & Toes

  6. Motion Arch Grid  A Joint Rotates classical standards can be followed ie. arms by the side and allow the elbow to finish at the base of the Ribs

  7. Motion - RMT Range of  movement test for checking arcs

  8. Grease Pencil feature - Sometimes you just want to join draw the shape of the eye and draw up your own structural elements

Not much would change with what is already in MakeHuman. There'd simply be some extra options for different ways of working and a couple of check boxes offering the proposed solutions. Nothing is and would be stopping MakeHuman from also retaining its current workflow as well.

 

 

Traditional old visualmatics ideas influencing emerging innovative tech. Never throw away your pencil.

 

 

Comment at Discord: The MakeHuman Proposal

 

 

 

Links:

  1. Make Human Website: http://www.makehuman.org/

  2. Download MakeHumanhttp://www.makehuman.org/download_makehuman_102.php

  3. YouTube: https://www.youtube.com/user/MHmaker

  4. Monthly Contest: http://www.makehumancommunity.org/forum/viewtopic.php?f=16&t=11821

  5. Make Human Community: http://www.makehumancommunity.org/forum/

  6. Bug Tracker: http://bugtracker.makehumancommunity.org/projects/makehuman

 

 

 

Topics Covered:

  1. The measurement system of the human body.

  2. Proposal for make Human Workflow.

 

 

 

Author, Artist and Developer: Adam Earle

"I'm always happy to be wrong, it's an opportunity

 to grow and become more than I am"

 

Adam Earle Said.

 

 

 

 

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