Good point. As of 1.1.1, the binary proxy file *.mhpxy and topology/UV file *.npz are regenerated only if they're outdated, i.e., if the respective *.proxy or *.obj file is newer than the *.mhpxy or *.npz. If you download a recent proxy, and replace its *.obj file with that of an older proxy (that you downloaded a while ago), then MakeHuman will have no reason to consider the *.npz as outdated, so the only way is to remove it from the directory.
I literally am not seeing any instructions how and where to drag these files in a folder into the proper location. All I see is vague references to Re-enable Proxies and its not like there is a "check" button top do this anywhere. Actual instruction would be appreciated.
To my defense, there should really be a common set of instructions for using proxies somewhere (like, I dunno, here: ) - no sense giving a detailed how-to for each proxy if they all work the same way. Also, this isn't really relevant, but I hate how we're not allowed to add line breaks in these comments or in the description of an asset. It's hard to imagine a less convenient environment for writing up step-by-step instructions than a single line of text that wraps around the screen. Anyway, the hard way to add a proxy from here is to download all the files manually and put them into Documents/makehuman/v1/data/proxymeshes/FolderName/ , where "Documents" is your personal Documents folder as a Windows user (or a similar folder if you're on Mac or Linux), and "FolderName" is any sensible name, useful only to keep the proxies organized if you have many, such as if you're editing one and want to compare several iterations. It will still work if you just dump all the proxy files into Documents/makehuman/v1/data/proxymeshes/ The EASY way is to get the latest MakeHuman along with its "community plugins", and to install (that is, copy into the "plugins" folder next to makehuman.exe) the folder called 8_community_assets. If you do that and run MakeHuman, you will get a new functionality in the tab "Community/Download assets", which connects to this server and lists all the assets that you don't already have, allows you to filter them by category and to preview/download/install those that look the most interesting.
Hi! Do you have any guide on how to export a proxy and fix up the mesh so it deforms properly when animated or modified with MakeHuman. I am trying to create a proxy that uses female_generic, and female_muscle_13342 as a base while also having the vertices of the topology from Adult_Female_Genitalia healed, but the results are quite buggy when deformed. I think this has something to do with the vertex group on the human mesh used as a parent in MakeClothes2, but can't figure out what exactly needs to be changed. Any help would be great.
Yes, If the model is under Royalty Free license , you can use it as long as it is incorporated into the product and as long as the 3rd party cannot retrieve it on its own in both digital and physical form.
Licenses marked with the "no AI" designation do not grant permission for utilizing the product in tasks related to machine learning or the training of neural network models, including generative AI models.
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Treści, ktre za chwilę obejrzysz, mogą zawierać materiały przeznaczone wyłącznie dla osb dorosłych. Aby kontynuować, musisz potwierdzić, że masz co najmniej 18 lat.
Tak, mam co najmniej 18 lat
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I just tried to copy and attach objects in any way I know - it works flawlessly. Also I can't see an issue in your screenshot - those black parts look like the usual (too) dark shading of faces pointing away from the default scene light. Try a quick render to check.
To be honest I've never seen this happen (and I copy and attach a lot!), so assuming this is a bug is a bit far fetched. Besides that: that geometry of yours is not that special - just take a working object's copy, throw a FFD on it and remodel that thing (2min).
You can open the file I provided, or just import the .obj I also provided and if you try doing the same, you will see that problem. That's kinda a major problem, because I can't even attach a simple geo and build what I want without this weird error.
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