Table des matières
Prior Information – Use of Human Avatar Creation Software
Some screenshots, demonstrations, or resources presented during the course may show partially or fully nude human body representations. These representations will be used exclusively for educational and technical purposes, as part of the learning and use of the software.
Please note that the avatars used do not include representations of genitalia.
This content will be presented in a strictly educational and professional context. Students are therefore invited to consider these representations as necessary elements for understanding and working with the tools covered in the course.
Documentations
Installing Assets
After downloading the big archive from Mega, you need to unzip it, and install assets one by one blender through the MPFB extension:
By now you should have a new tab “MPFB” on the “N” shelf in blender. If it is not visible, click the “n” key.
The first thing you should do is install the “makehuman system assets”. You might as well also install any other asset packs you have downloaded.
Under “apply assets” → “library settings” you will find a button “load pack from zip file”:
Click this button and browse to the addon zip file you downloaded.
Again, it might take a few seconds for blender to react.
Once you have installed the asset packs you downloaded, you should restart Blender.
The main required assets are System assets and materials for system assets, shared under CC0:
- MakeHuman system assets: System assets, such as proxies, eyes, teeth…
- MakeHuman system poses: Poses which were included with MakeHuman, but which did not get shipped with the system assets pack.
- System clothes materials 01: Extra materials for system clothes
- System hair materials 01: Extra materials for system hair
- System hair materials 02: Extra materials for system hair
- System eye materials 01: Extra materials for system eyes (human eye materials)
- System eye materials 02: Extra materials for system eyes (primarily non-human eye materials)
Create a human
You can now create a new human by going to “new human” → “from scratch”.
You can adjust the settings to your liking here. They are all possible to adjust later on, so this is just the rough starting point you want.
When having adjusted the settings, click “create human”.
You should by now have gotten a human mesh without texture:
In order to better see what we’re doing, add a skin by going to “apply assets” → “skin library” and click “load” under a skin you like.
You should now have a textured human:
Modeling
You can now start adjusting the shape of the human. With the human selected, you can go to the “model” panel and find various subcategories, such as angle of the eyebrows:
There are quite a lot of different sliders here, so just play around with them until you get a shape you like.
A good start is the “phenotype” category which contains macro shapes such as “weight” and “length”.
Rigging
Before loading any clothes or body parts, we will want to have a rig. If you do not add a rig first, then the added assets will not be rigged.
To add a rig, go to “rigging” → “add rig” and click “add standard rig”.
Add hair, eyes and clothes
You can now go back to the “apply assets” panel and start loading assets. Under each category you should find at least a few sample assets. More if you downloaded several asset packs.
You will want to add at least eyes, eyebrows, eyelashes, hair and some clothes.
Enable IK
You intend to do posing, it might be helpful to enable IK helpers.
With the rig selected, go to “rigging” → “rig helpers” and click “add helpers”. Note that this is only available if you use the “default” or “default no toes” rigs.
Having done so, you will get for example hand helpers:
Detailed adjustment of the skin
You can tweak the procedural aspects of the skin by selecting the body and going to the materials panel:
You can adjust the settings for different parts of the body separately.
Detailed adjustment of the eyes
In the same way you can tweak the procedural aspects of the eyes by selecting the eyes and going to the materials panel:
You can also use alternative material :
Storing your character settings for later re-use
Once you are happy with your character, you can store it as a preset for future use.
Go to the “manage save file” → “human save files” panel and enter a new name for your character in the “save file name” box.
When you want to create a new character based on the stored presets, go to the “new human” → “from presets” panel and select it in the drop down:
Scene with avatars
Using MPFB, Blenderkit (for the environment image : sunset) and a model of a loft (https://skfb.ly/pJZ7x), design the following scene :


















