The main problem I had when compiling from source is not reading the Wiki well first. If you're running 64-bit, here's a thread that may help: I'm downloading source and compiling under Ubuntu Intrepid Ibex (8.10) 64-bit.
MAKEHUMAN 64 BIT DOWNLOAD
It looks like Ubuntu is supported now (I'm pretty sure this download is for Ubuntu 32-bit). Get the official installs here (including Alpha 1): " So now I have no worries about this stuff. But what I am talking is about the practical use of this wonderful tool.Īnyway I believe that this theme has been under discussion by the development team, and I quote Kreon: "Licensing for MH 1.0 is designed to be even more liberal. As I love opensource tools, it's not a problem for me to talk in forums about makehuman, it's something that I have done (believe me! I love makehuman). I am sorry because I feel a bit ridiculous talking about this, and I don't want to exagerate the theme. I don't mind to say that I used makehuman, but if I give a finished render to a client (not my case) I may tell him in the email, but not to put a text over the render. Now after reading you, I still have doubts, because if I make a render of a 3D makehuman model (a photo, not a video), I must insert in the photo that the model was made with makehuman, even if I don't insert in the photo that Blender or Indigo were used to render it.
MAKEHUMAN 64 BIT LICENSE
My previous point of view about this comes from an old discussion in Makehuman forums, where I understood that there were problems with the license of use of makehuman. Like you own your picture you have shot using your camera but you can not claim to have build the cathedral you shot.Īlso i think that no one will bite your head off just because you used MakeHuman in an commercial production as long as you give them propper credit.įirst of all, I am not a proffesional (yet, maybe in a future.who knows?). So from my point of view you just can not use the original Make Human Mesh and say you modelled it yourself. Licensing for MH 1.0 is designed to be even more liberal. The humanoid mesh (the 3D computer model) used by MH is owned by the MakeHuman Team and for MH 0.9.1 RC1 is licensed under the MIT license for you to use, modify and redistribute. The MakeHuman Team retains Copyright over the topology and the base mesh, but grants you permission to copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the generated materials over which they hold Copyright, including the topology and positional information constituting the base mesh provided that this does not prevent others from doing the same.Ī: You own original images and other original artwork that you generate using MH. You are the Copyright holder of changes that you have made. Supports numerous 3D object formats including meatballs, vector fonts, polygon meshes, and more.When you export, save, or in any way convert a MakeHuman data file, you may store any deformations that you have applied/created, along with the topology of the base mesh and any positional information that you have not materially changed.
MAKEHUMAN 64 BIT MOVIE
Unlike Edit Mode, the model's shape is manipulated with various brushes, rather than by editing individual vertices, edges, and faces.Īdvanced Imaging system featuring MultiLayer image read/write integrated in all editors and Flipbook playback for compositing, sequences or movie files. Sculpt is a mode for editing Mesh objects. ID Mask node converts a number from an Object Index pass to an anti-aliased alpha mask.įor node materials, the Geometry node contains a Vertex Color name field to access non active vertex color layers. Mesh objects with UV co-ordinates can be saved in a render pass, and used in the Compositor as input to remap textures.
MAKEHUMAN 64 BIT FULL
The game engine is fully integrated with the shading and rigging system, it features a very powerful visual logic programing system, python scripting capabilities, bullet physics and state of the art graphics.īlender's render pipeline supports rendering to UV texturemaps ambient occlusion, normals, displacement, color, shadows and full render can be baked. Discover the wide toolset available in Blender, defining a complete pipeline (from modeling to sequence editing) controlled by a flexible and consistent user interface. It comes with multitude of powerful features for editing, rendering, 3d modeling, animation, and playback. Blender is an extremely powerful, cross-platform 3D graphic tool.