Blender Human Plugin

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Malka Sedano

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Aug 5, 2024, 2:33:06 AM8/5/24
to tingmarfwitso
CC3Base+ has evenly-distributed quad surfaces and perfect edge-loops which allow for smooth facial expressions and body animations, for users to use the character base for further sculpting in Blender. Know More about CC3 Base+

Headshot is the AI-powered Character Creator plugin that generates 3D realtime digital humans from one photograph. Apart from intelligent texture blending and head mesh creation, the generated digital doubles are fully rigged for voice lipsync, facial expression, and full body animation. Know More about Headshot


SkinGen is a major breakthrough in the digital human workflow, that introduces an ultra-realistic, dynamic material system dedicated to human skin synthesis. Embedded with industry leading scan-based assets, SkinGen not only makes CC3+ characters look great, but also enlivens existing projects through significant visual upgrades. Know More about SkinGen


The Hair Tool is an add-on for Blender that helps you easily generate hair-cards based on 3D curves in a non-destructive way, giving you all the features to make your unique Smart Hair designs. Five Smart Hair samples, and their corresponding Blender learning projects are included to help you speed up creation.


Maybe its just me but it seems most human models in Unity games are straight out of a Sims game or counter strike.

Low detail and somewhat looking like stick figers and even then when in the game world they are running around it feels as though they have no weight if that makes sense.


Is there something similar available to Unity? is purchasing a licence with DAZ the only way? Even for a free game they require licence payments. Is there an alternative available? Maybe a guide to recreate these results with something else?


Did you scale the objects down afther generating them?

You can smooth / patch them up in blender aswell.

As far as i know make human is the best free option for generating free to use assets.

I belief they also have a marketplace for plugins, you might find beter quality there for a price (never checked it out)


Hi Steem people!

I wanted to share with you a tip for artists that related to a project I'm working on. this one is mostly directed at blender users, either modelers or animators etc.

I illustrate but I do some 3D work so I fall on both categories. that's how I found blender to be a pretty nice reference tool for human poses and lighting conditions. It's often har to light a scene completly from imagination, and you might find one reference image that fits with your target but no others that are lit in exatcly the same way. there are software packages that help an artist visualize the lighting setup of a scene and find poses of humans, but the ones that I know are freemium or paid software. blender, on the other hand, is open source and also a modeling tool called MakeHuman.


In this particular workflow, you don't actually need to know anything about rigging (skinning a mesh object to an 'armature'). MakeHuman generates everything for you procedurally. you create a model of a human with simple sliders used to control parameters, you can choose cloths to be exported with your model to a 3D editing software. you can generate a skeleton object called an armature- that perfectly matches the body shape of you exported model.

here is the process breakdown, kinda:


The last thing I did was to enter camera view (alt+numpad 0) and select 'lock camera to view' in the 3D viewport right sidebar. I manipulated the viewport to give me the composition I was aiming for. and by the way, here's the kicker- you can zoom in and rotate around the model if you need to- something not possible with using basic 2D references.



Now, this is completly OPTIONAL- you can also use the 'rigify' addon for blender to create a meta rig which allowes for a finer degree of control over the armature. I reccomend against it for beginners, as I had to learn about manipulating a character rig because it interested me- but I fully understand not every one has the desire to bother with it. it's a required skill for animators- but not cencept designers or illustrators!


Nice one. I use Blender all the time, more as the Fork Bforartists, but yeah! It's a great thing to play with with some great autorigging capabilities. Hope to see more articles on Blender, and carry on!


I have a FBX model which I would like to open in Blender but when I try to import the model it says: ASCII FBX files are not supported. Is there a way to import the model to Blender somehow? I don't have access to any Autodesk software.


You might be find that a lot of the solutions produce corrupt files when you open them in Blender (Paint3D, Autodesk Converter, etc) if they contain animations and armatures. The bones might look all messed up and the polygons can be broken.


This site has a good explanation. It says that ASCII format is human readable, contains all the model's info, but it's not Blender-readable. We need Binary format, and whoever makes the model needs to choose ASCII to give customers all the data, or they choose binary to make it importable to Blender. When they choose ASCII, we need to covert it ourselves. Supposedly there's a free tool for converting this using the Autodesk. I'm still looking around the Autodesk site for a free tool, but it may require some trial software. -for-architecture/import-ascii-fbx-files-blender/.


You may like to see the first steps towards what should become a full open source 3D human anatomy atlas; you can now download the .blend files (Blender offers great options to organize and visualize these files) at -anatomy.com/.


It is possible to import a .dicom converted into a pile of images (.jpg/.png) and to apply a boolean operation with a cube to get a similar effect, and even to reproduce the MPR effect with a simple node setup and a script. Using images on their original plane, definitely yes.


For example, we could easily import the atlas from any of the standard file formats into Slicer (but not from Blender), including textures, and register that to real patient images, even with non-linear warping. Or, we could edit the atlas to be able to create models from the most common normal and pathological variations from patient images.


The .blend files are indeed meant to be used in Blender. They offer many interesting options (colors, complex organisation, between others that could be useful for anatomy). All versions of Blender are always available and the file that I share is adapted to the latest version. The whole file or parts of it can easily be exported into many other formats from the .blend if needed.


Importing the shortcuts is quite straightforward but I requested an similar way to import/export user preferences; at the moment the way to change it in is to find the location of the program through a %appdata% search, then pasting the userprefs.blend into the scripts folder:


The file is meant to be used with a full desktop computer with a 3 button mouse and a keyboard with numpad. The other devices will suffer severe limitations of the functionalities. On the other hand, for those who have the required material, it offers all the functions that he/she can dream of.


The work has been started a few months ago and is under development. The best way to see what is missing is looking to the empty collections of the outliner (there are thousands of structures, trying to list them is a big work).


I would also add that since we discussed this we spent some more time with gltf and available web viewers and improved the SlicerOpenAnatomy extension. As a result we now have a very good workflow for creating and share models:


Besides, the formats that you speak about may be more versatile, but when it comes to the edition of the models, a real 3D software will be needed anyway, and Blender is the open source option, and became really competitive technically.


Yea, I found out few days ago the site has suddenly gone for unknown reason.

I have the file from March 2023 version 0.9.9.7.5 for both blender and Unity portable version.

I put them on google drive:

Blender Version:


An experimental version of Armarig. Set up to allow the import of rtms, without complete loss of IK functionality. As stated it's experimental. So certainly not perfect. But where I can improve it, I will.


Also, how did you get the bvh bones to export properly. I've been animating weapons, this requires me to add in more armatures to animate parts on the weapon for accuracy. I have to manually delete these in blender so that the .bvh file will export properly. The problem? If I don't export them, the weapon bone will not be oriented properly (as you know) but if I just deselect the other bones (bolt, charging handle, etc) the weapon bone is still oriented wrong.


I understand there is a base skeleton upon which you can base your own armature. I also understand one needs to name the bones of this armature exactly like they are defined in the base skeleton (or model config?). Does that mean you can't simply create your own skeleton with different bones? Let's say I wanted to make a crazy spider with eight segmented legs, would that be possible?


The model.cfg lists these named selections and their hierarchical structure.As I understand it,most people here seem to refer to,this,or the named selections as the skeleton.Which is fine.Just a bit odd for me.


I don't have any examples in A2 to demonstrate.I'm still working on the old RV1 engine(Cold war assault).Anyway.The process isn't much different.For that engine I've already created non human entities.And characters with very different proportions and scaling to a default human.


Earlier this year, Blender chairman Ton Roosendaal published a roadmap mentioning a need to investigate useful ways Blender could connect to the Internet. One of the key features was to have a way to automatically get updates for Blender add-ons. This document dives deeper into that topic.


A necessary stepping stone to get the latest Blender add-ons without having to leave Blender, is having a public listing of quality add-ons, backed and maintained by the Blender community. This, we propose, will become possible on the new Blender Extensions (BE) platform, to live at extensions.blender.org.

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