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		<id>http://www.makehumancommunity.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aranuvir</id>
		<title>MakeHuman Community Wiki - User contributions [en]</title>
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		<updated>2026-04-19T04:13:19Z</updated>
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	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1564</id>
		<title>Releases:120a3</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1564"/>
				<updated>2019-03-04T09:20:45Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Changes since alpha 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 alpha3 has not yet been released.&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 3 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 2 ==&lt;br /&gt;
&lt;br /&gt;
* CORE: A crash that prevented makehuman from starting (or not showing any 3d models) on some AMD cards has been fixed&lt;br /&gt;
* CORE: A crash that arose when a mesh could not be loaded (for any reason, such as the file not existing) has been worked around. &lt;br /&gt;
* CORE: The whole pipeline should now gracefully accept tri meshes (in for example clothes). Note that mixed tri/quad meshes are still not supported: they need to be either tri or quad.&lt;br /&gt;
* CORE: Further measures have been taken to force all IO to be utf-8 on all platforms.&lt;br /&gt;
* CORE: A crash in proxy loading when using symlinks for makehuman home has been fixed&lt;br /&gt;
* CORE: It is possible to prevent values on rescan of custom target folders.&lt;br /&gt;
* CORE: The rig loading tab now recurses on subfolders, allowing to better organize the data.&lt;br /&gt;
* MODELING: The random functionality have been improved by ensuring symmetry in more body parts.&lt;br /&gt;
* LANGUAGE: A spelling mistake (&amp;quot;symmmetry&amp;quot;) has been corrected in most/all language files&lt;br /&gt;
* MASS PRODUCE: The &amp;quot;mass produce&amp;quot; plugin has been added. It allows randomizing large sets of characters automatically (see [https://www.youtube.com/watch?v=jRHnJX-TdT4 this youtube video])&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to download a single screenshot from the details panel&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now works with blender 2.80 ('''note that contrary to blender 2.79, the &amp;quot;makehuman&amp;quot; tab is on the &amp;quot;n&amp;quot; shelf rather than the &amp;quot;t&amp;quot; shelf''')&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now correctly sets up material nodes for normal maps.&lt;br /&gt;
* NEW BLENDER INTEGRATION: The code was refactored to get a structure that is a bit less messy&lt;br /&gt;
* NEW BLENDER INTEGRATION: The management of transparency was slightly improved, particularly for eevee&lt;br /&gt;
* NEW BLENDER INTEGRATION: Reduced the time it takes to import bone weights for a rigged character, by some 60%&lt;br /&gt;
* NEW BLENDER INTEGRATION: It is now possible to define a viewport color in mhmat files {keys: viewPortColor, viewPortAlpha}, which will affect the object appearance in Blender's solid view mode&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: It is now possible to configure host and port, meaning blender and makehuman can reside on different computers&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: the &amp;quot;Allow connections&amp;quot; checkbox will remember its state across makehuman restarts (meaning the socket server will autostart if it was running when you last closed MH)&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 1 ==&lt;br /&gt;
&lt;br /&gt;
Note that the graphics card issue has ''not'' been addressed yet. So if alpha 1 did not work for you, alpha 2 will not either.&lt;br /&gt;
&lt;br /&gt;
The following are fixes made since the release of 1.2.0 alpha 1:&lt;br /&gt;
&lt;br /&gt;
* LINUX: makehuman root is now ~/Documents/makehuman/v1py3 (or whatever your platform name for &amp;quot;Documents&amp;quot; is, it is fetched from the XDG configuration) rather than ~/makehuman/v1py3. This is the standard used on other platforms, but it will mean that you will have to manually move data you want to keep from the old location to the new. &lt;br /&gt;
* UI: Core MakeHuman assets now have a tag &amp;quot;MakeHumanTM&amp;quot;, making it easier to only show bundled assets when many third-part assets have been downloaded&lt;br /&gt;
* MATERIALS: Core assets will now also look in user directories for extra materials&lt;br /&gt;
* ASSET DOWNLOADER: When downloading materials that belong to a core asset, these will now be placed so they show up as materials for said asset&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to filter materials to show only those belonging to a core asset&lt;br /&gt;
* ASSET DOWNLOADER: Drastically reduced the size of the initial download &lt;br /&gt;
* ASSET DOWNLOADER: Provide better visual feedback so it doesn't look as if the system hanged&lt;br /&gt;
* ASSET DOWNLOADER: Made downloading screenshots for assets optional &lt;br /&gt;
* PPA: Remove strong dependency on blender. We recommend against using Ubuntu's version of blender since it's broken in many ways.&lt;br /&gt;
* PPA: Specify minimum allowed versions of central dependencies.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
As alpha 3 has not yet been released, these links are for alpha 2. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha2-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1561</id>
		<title>Releases:120a3</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1561"/>
				<updated>2019-02-12T14:28:38Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Changes since alpha 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 alpha3 has not yet been released.&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 3 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 2 ==&lt;br /&gt;
&lt;br /&gt;
* CORE: A crash that prevented makehuman from starting (or not showing any 3d models) on some AMD cards has been fixed&lt;br /&gt;
* CORE: A crash that arose when a mesh could not be loaded (for any reason, such as the file not existing) has been worked around. &lt;br /&gt;
* CORE: The whole pipeline should now gracefully accept tri meshes (in for example clothes). Note that mixed tri/quad meshes are still not supported: they need to be either tri or quad.&lt;br /&gt;
* CORE: Further measures have been taken to force all IO to be utf-8 on all platforms.&lt;br /&gt;
* CORE: A crash in proxy loading when using symlinks for makehuman home has been fixed&lt;br /&gt;
* CORE: It is possible to prevent values on rescan of custom target folders.&lt;br /&gt;
* CORE: The rig loading tab now recurses on subfolders, allowing to better organize the data.&lt;br /&gt;
* MODELING: The random functionality have been improved by ensuring symmetry in more body parts.&lt;br /&gt;
* LANGUAGE: A spelling mistake (&amp;quot;symmmetry&amp;quot;) has been corrected in most/all language files&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now works with blender 2.80 ('''note that contrary to blender 2.79, the &amp;quot;makehuman&amp;quot; tab is on the &amp;quot;n&amp;quot; shelf rather than the &amp;quot;t&amp;quot; shelf''')&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now correctly sets up material nodes for normal maps.&lt;br /&gt;
* NEW BLENDER INTEGRATION: The code was refactored to get a structure that is a bit less messy&lt;br /&gt;
* NEW BLENDER INTEGRATION: The management of transparency was slightly improved, particularly for eevee&lt;br /&gt;
* NEW BLENDER INTEGRATION: Reduced the time it takes to import bone weights for a rigged character, by some 60%&lt;br /&gt;
* New BLENDER INTEGRATION: It is now possible to define a viewport color in mhmat files {keys: viewPortColor, viewPortAlpha}, which will affect the object appearance in Blender's solid view mode (mhx2 integration is still missing).&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: It is now possible to configure host and port, meaning blender and makehuman can reside on different computers&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: the &amp;quot;Allow connections&amp;quot; checkbox will remember its state across makehuman restarts (meaning the socket server will autostart if it was running when you last closed MH)&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 1 ==&lt;br /&gt;
&lt;br /&gt;
Note that the graphics card issue has ''not'' been addressed yet. So if alpha 1 did not work for you, alpha 2 will not either.&lt;br /&gt;
&lt;br /&gt;
The following are fixes made since the release of 1.2.0 alpha 1:&lt;br /&gt;
&lt;br /&gt;
* LINUX: makehuman root is now ~/Documents/makehuman/v1py3 (or whatever your platform name for &amp;quot;Documents&amp;quot; is, it is fetched from the XDG configuration) rather than ~/makehuman/v1py3. This is the standard used on other platforms, but it will mean that you will have to manually move data you want to keep from the old location to the new. &lt;br /&gt;
* UI: Core MakeHuman assets now have a tag &amp;quot;MakeHumanTM&amp;quot;, making it easier to only show bundled assets when many third-part assets have been downloaded&lt;br /&gt;
* MATERIALS: Core assets will now also look in user directories for extra materials&lt;br /&gt;
* ASSET DOWNLOADER: When downloading materials that belong to a core asset, these will now be placed so they show up as materials for said asset&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to filter materials to show only those belonging to a core asset&lt;br /&gt;
* ASSET DOWNLOADER: Drastically reduced the size of the initial download &lt;br /&gt;
* ASSET DOWNLOADER: Provide better visual feedback so it doesn't look as if the system hanged&lt;br /&gt;
* ASSET DOWNLOADER: Made downloading screenshots for assets optional &lt;br /&gt;
* PPA: Remove strong dependency on blender. We recommend against using Ubuntu's version of blender since it's broken in many ways.&lt;br /&gt;
* PPA: Specify minimum allowed versions of central dependencies.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
As alpha 3 has not yet been released, these links are for alpha 2. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha2-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1560</id>
		<title>Releases:120a3</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1560"/>
				<updated>2019-02-12T14:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Changes since alpha 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 alpha3 has not yet been released.&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 3 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 2 ==&lt;br /&gt;
&lt;br /&gt;
* CORE: A crash that prevented makehuman from starting (or not showing any 3d models) on some AMD cards has been fixed&lt;br /&gt;
* CORE: A crash that arose when a mesh could not be loaded (for any reason, such as the file not existing) has been worked around. &lt;br /&gt;
* CORE: The whole pipeline should now gracefully accept tri meshes (in for example clothes). Note that mixed tri/quad meshes are still not supported: they need to be either tri or quad.&lt;br /&gt;
* CORE: Further measures have been taken to force all IO to be utf-8 on all platforms.&lt;br /&gt;
* CORE: A crash in proxy loading when using symlinks for makehuman home has been fixed&lt;br /&gt;
* CORE: It is possible to prevent values on rescan of custom target folders.&lt;br /&gt;
* CORE: The rig loading tab, now recurses on subfolders, allowing to better organize the data.&lt;br /&gt;
* MODELING: The random functionality have been improved by ensuring symmetry in more body parts.&lt;br /&gt;
* LANGUAGE: A spelling mistake (&amp;quot;symmmetry&amp;quot;) has been corrected in most/all language files&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now works with blender 2.80 ('''note that contrary to blender 2.79, the &amp;quot;makehuman&amp;quot; tab is on the &amp;quot;n&amp;quot; shelf rather than the &amp;quot;t&amp;quot; shelf''')&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now correctly sets up material nodes for normal maps.&lt;br /&gt;
* NEW BLENDER INTEGRATION: The code was refactored to get a structure that is a bit less messy&lt;br /&gt;
* NEW BLENDER INTEGRATION: The management of transparency was slightly improved, particularly for eevee&lt;br /&gt;
* NEW BLENDER INTEGRATION: Reduced the time it takes to import bone weights for a rigged character, by some 60%&lt;br /&gt;
* New BLENDER INTEGRATION: It is now possible to define a viewport color in mhmat files {keys: viewPortColor, viewPortAlpha}, which will affect the object appearance in Blender's solid view mode (mhx2 integration is still missing).&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: It is now possible to configure host and port, meaning blender and makehuman can reside on different computers&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: the &amp;quot;Allow connections&amp;quot; checkbox will remember its state across makehuman restarts (meaning the socket server will autostart if it was running when you last closed MH)&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 1 ==&lt;br /&gt;
&lt;br /&gt;
Note that the graphics card issue has ''not'' been addressed yet. So if alpha 1 did not work for you, alpha 2 will not either.&lt;br /&gt;
&lt;br /&gt;
The following are fixes made since the release of 1.2.0 alpha 1:&lt;br /&gt;
&lt;br /&gt;
* LINUX: makehuman root is now ~/Documents/makehuman/v1py3 (or whatever your platform name for &amp;quot;Documents&amp;quot; is, it is fetched from the XDG configuration) rather than ~/makehuman/v1py3. This is the standard used on other platforms, but it will mean that you will have to manually move data you want to keep from the old location to the new. &lt;br /&gt;
* UI: Core MakeHuman assets now have a tag &amp;quot;MakeHumanTM&amp;quot;, making it easier to only show bundled assets when many third-part assets have been downloaded&lt;br /&gt;
* MATERIALS: Core assets will now also look in user directories for extra materials&lt;br /&gt;
* ASSET DOWNLOADER: When downloading materials that belong to a core asset, these will now be placed so they show up as materials for said asset&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to filter materials to show only those belonging to a core asset&lt;br /&gt;
* ASSET DOWNLOADER: Drastically reduced the size of the initial download &lt;br /&gt;
* ASSET DOWNLOADER: Provide better visual feedback so it doesn't look as if the system hanged&lt;br /&gt;
* ASSET DOWNLOADER: Made downloading screenshots for assets optional &lt;br /&gt;
* PPA: Remove strong dependency on blender. We recommend against using Ubuntu's version of blender since it's broken in many ways.&lt;br /&gt;
* PPA: Specify minimum allowed versions of central dependencies.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
As alpha 3 has not yet been released, these links are for alpha 2. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha2-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1559</id>
		<title>Releases:120a3</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1559"/>
				<updated>2019-02-12T14:17:58Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Changes since alpha 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 alpha3 has not yet been released.&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 3 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 2 ==&lt;br /&gt;
&lt;br /&gt;
* CORE: A crash that prevented makehuman from starting (or not showing any 3d models) on some AMD cards has been fixed&lt;br /&gt;
* CORE: A crash that arose when a mesh could not be loaded (for any reason, such as the file not existing) has been worked around. &lt;br /&gt;
* CORE: The whole pipeline should now gracefully accept tri meshes (in for example clothes). Note that mixed tri/quad meshes are still not supported: they need to be either tri or quad.&lt;br /&gt;
* CORE: Further measures have been taken to force all IO to be utf-8 on all platforms.&lt;br /&gt;
* CORE: A crash in proxy loading when using symlinks for makehuman home has been fixed&lt;br /&gt;
* MODELING: The random functionality have been improved by ensuring symmetry in more body parts.&lt;br /&gt;
* LANGUAGE: A spelling mistake (&amp;quot;symmmetry&amp;quot;) has been corrected in most/all language files&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now works with blender 2.80 ('''note that contrary to blender 2.79, the &amp;quot;makehuman&amp;quot; tab is on the &amp;quot;n&amp;quot; shelf rather than the &amp;quot;t&amp;quot; shelf''')&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now correctly sets up material nodes for normal maps.&lt;br /&gt;
* NEW BLENDER INTEGRATION: The code was refactored to get a structure that is a bit less messy&lt;br /&gt;
* NEW BLENDER INTEGRATION: The management of transparency was slightly improved, particularly for eevee&lt;br /&gt;
* NEW BLENDER INTEGRATION: Reduced the time it takes to import bone weights for a rigged character, by some 60%&lt;br /&gt;
* New BLENDER INTEGRATION: It is now possible to define a viewport color in mhmat files {keys: viewPortColor, viewPortAlpha}, which will affect the object appearance in Blender's solid view mode (mhx2 integration is still missing).&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: It is now possible to configure host and port, meaning blender and makehuman can reside on different computers&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: the &amp;quot;Allow connections&amp;quot; checkbox will remember its state across makehuman restarts (meaning the socket server will autostart if it was running when you last closed MH)&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 1 ==&lt;br /&gt;
&lt;br /&gt;
Note that the graphics card issue has ''not'' been addressed yet. So if alpha 1 did not work for you, alpha 2 will not either.&lt;br /&gt;
&lt;br /&gt;
The following are fixes made since the release of 1.2.0 alpha 1:&lt;br /&gt;
&lt;br /&gt;
* LINUX: makehuman root is now ~/Documents/makehuman/v1py3 (or whatever your platform name for &amp;quot;Documents&amp;quot; is, it is fetched from the XDG configuration) rather than ~/makehuman/v1py3. This is the standard used on other platforms, but it will mean that you will have to manually move data you want to keep from the old location to the new. &lt;br /&gt;
* UI: Core MakeHuman assets now have a tag &amp;quot;MakeHumanTM&amp;quot;, making it easier to only show bundled assets when many third-part assets have been downloaded&lt;br /&gt;
* MATERIALS: Core assets will now also look in user directories for extra materials&lt;br /&gt;
* ASSET DOWNLOADER: When downloading materials that belong to a core asset, these will now be placed so they show up as materials for said asset&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to filter materials to show only those belonging to a core asset&lt;br /&gt;
* ASSET DOWNLOADER: Drastically reduced the size of the initial download &lt;br /&gt;
* ASSET DOWNLOADER: Provide better visual feedback so it doesn't look as if the system hanged&lt;br /&gt;
* ASSET DOWNLOADER: Made downloading screenshots for assets optional &lt;br /&gt;
* PPA: Remove strong dependency on blender. We recommend against using Ubuntu's version of blender since it's broken in many ways.&lt;br /&gt;
* PPA: Specify minimum allowed versions of central dependencies.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
As alpha 3 has not yet been released, these links are for alpha 2. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha2-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1558</id>
		<title>Releases:120a3</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a3&amp;diff=1558"/>
				<updated>2019-02-12T14:07:01Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Highlights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHuman Community 1.2.0 alpha3 has not yet been released.&lt;br /&gt;
&lt;br /&gt;
'''It is important to understand that 1.2.0 alpha 3 is an alpha release. This means that things ''will'' behave strangely. Before downloading the build, you should at least read the &amp;quot;known issues&amp;quot; section in these notes.''' &lt;br /&gt;
&lt;br /&gt;
These notes are under construction and may be incomplete. Further, the notes describe, as of now, an alpha version of a coming release. The final release might be different from what is described below.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 2 ==&lt;br /&gt;
&lt;br /&gt;
* CORE: A crash that prevented makehuman from starting (or not showing any 3d models) on some AMD cards has been fixed&lt;br /&gt;
* CORE: A crash that arose when a mesh could not be loaded (for any reason, such as the file not existing) has been worked around. &lt;br /&gt;
* CORE: The whole pipeline should now gracefully accept tri meshes (in for example clothes). Note that mixed tri/quad meshes are still not supported: they need to be either tri or quad.&lt;br /&gt;
* CORE: Further measures have been taken to force all IO to be utf-8 on all platforms.&lt;br /&gt;
* CORE: A crash in proxy loading when using symlinks for makehuman home has been fixed&lt;br /&gt;
* MODELING: The random functionality have been improved by ensuring symmetry in more body parts.&lt;br /&gt;
* LANGUAGE: A spelling mistake (&amp;quot;symmmetry&amp;quot;) has been corrected in most/all language files&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now works with blender 2.80 ('''note that contrary to blender 2.79, the &amp;quot;makehuman&amp;quot; tab is on the &amp;quot;n&amp;quot; shelf rather than the &amp;quot;t&amp;quot; shelf''')&lt;br /&gt;
* NEW BLENDER INTEGRATION: Now correctly sets up material nodes for normal maps.&lt;br /&gt;
* NEW BLENDER INTEGRATION: The code was refactored to get a structure that is a bit less messy&lt;br /&gt;
* NEW BLENDER INTEGRATION: The management of transparency was slightly improved, particularly for eevee&lt;br /&gt;
* NEW BLENDER INTEGRATION: Reduced the time it takes to import bone weights for a rigged character, by some 60%&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: It is now possible to configure host and port, meaning blender and makehuman can reside on different computers&lt;br /&gt;
* SOCKET / NEW BLENDER INTEGRATION: the &amp;quot;Allow connections&amp;quot; checkbox will remember its state across makehuman restarts (meaning the socket server will autostart if it was running when you last closed MH)&lt;br /&gt;
&lt;br /&gt;
== Changes since alpha 1 ==&lt;br /&gt;
&lt;br /&gt;
Note that the graphics card issue has ''not'' been addressed yet. So if alpha 1 did not work for you, alpha 2 will not either.&lt;br /&gt;
&lt;br /&gt;
The following are fixes made since the release of 1.2.0 alpha 1:&lt;br /&gt;
&lt;br /&gt;
* LINUX: makehuman root is now ~/Documents/makehuman/v1py3 (or whatever your platform name for &amp;quot;Documents&amp;quot; is, it is fetched from the XDG configuration) rather than ~/makehuman/v1py3. This is the standard used on other platforms, but it will mean that you will have to manually move data you want to keep from the old location to the new. &lt;br /&gt;
* UI: Core MakeHuman assets now have a tag &amp;quot;MakeHumanTM&amp;quot;, making it easier to only show bundled assets when many third-part assets have been downloaded&lt;br /&gt;
* MATERIALS: Core assets will now also look in user directories for extra materials&lt;br /&gt;
* ASSET DOWNLOADER: When downloading materials that belong to a core asset, these will now be placed so they show up as materials for said asset&lt;br /&gt;
* ASSET DOWNLOADER: It is now possible to filter materials to show only those belonging to a core asset&lt;br /&gt;
* ASSET DOWNLOADER: Drastically reduced the size of the initial download &lt;br /&gt;
* ASSET DOWNLOADER: Provide better visual feedback so it doesn't look as if the system hanged&lt;br /&gt;
* ASSET DOWNLOADER: Made downloading screenshots for assets optional &lt;br /&gt;
* PPA: Remove strong dependency on blender. We recommend against using Ubuntu's version of blender since it's broken in many ways.&lt;br /&gt;
* PPA: Specify minimum allowed versions of central dependencies.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code. '''On several graphics cards you may get no visible output whatsoever''', rendering the application unusable. If this happens, please report what operating system and what graphics card you are using so we can investigate it further.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
* The user data folder is still makehuman/v1py3 rather than makehuman/v1, in order to guarrantee that the development version does not interfere with the stable version. This will probably be changed for the final release.&lt;br /&gt;
* The new blender importer will crash when used in a version of blender that is shipped with ubuntu 18.04. It works fine on ubuntu 18.04 if using a blender that is downloaded from blender's homepage though. Investigations are pending.&lt;br /&gt;
* The new blender importer requires blender 2.79. It will not work in earlier versions of blender and will not (yet) work in blender 2.80.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than eight years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The expected end of life for python 2.7 is in less than two years. &lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
As alpha 3 has not yet been released, these links are for alpha 2. &lt;br /&gt;
&lt;br /&gt;
You can [http://download.tuxfamily.org/makehuman/nightly/makehuman-community-1.2.0-alpha2-win32.zip download the windows build here].&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with an alpha release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal bug trackers are here:&lt;br /&gt;
&lt;br /&gt;
* For MakeHuman as such: [http://bugtracker.makehumancommunity.org/ http://bugtracker.makehumancommunity.org/]&lt;br /&gt;
* For the asset downloader: [https://github.com/makehumancommunity/community-plugins-assetdownload/issues https://github.com/makehumancommunity/community-plugins-assetdownload/issues]&lt;br /&gt;
* For the makehuman side of the new blender integration: [https://github.com/makehumancommunity/community-plugins-socket/issues https://github.com/makehumancommunity/community-plugins-socket/issues]&lt;br /&gt;
* For the blender side of the new blender integration: [https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues https://github.com/makehumancommunity/makehuman-plugin-for-blender/issues]&lt;br /&gt;
* For issues specific to MHX2: [https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues?status=new&amp;amp;status=open https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/issues]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:MakeHuman_renders_odd_colours_and_weird_transparency_artefacts._Can_you_help_me%3F&amp;diff=1544</id>
		<title>FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:MakeHuman_renders_odd_colours_and_weird_transparency_artefacts._Can_you_help_me%3F&amp;diff=1544"/>
				<updated>2018-12-13T07:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The problem is with your graphics card drivers that do not properly support OpenGL with shaders.&lt;br /&gt;
&lt;br /&gt;
This is a common problem of many graphic cards from all common producer (AMD, Intel, NVIDIA). From Intel.com:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OpenGL* is an API (Application Programming Interface) for 3D graphics that is used by many games. OpenGL enables hardware acceleration of 3D graphics, so support is required from the graphics drivers for optimum performance. The latest graphics drivers will usually provide the best compatibility with games that use OpenGL. Graphics drivers that come with Microsoft Windows or that are downloaded from Windows Update typically do not support OpenGL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the general solution is to check the vendor official site download and install latest graphics drivers for your card. &lt;br /&gt;
&lt;br /&gt;
If all else fails, MakeHuman has a fallback mode that disables all shaders and takes you back to good old 2003 fixed function shading. To enable this, run makehuman with the following commandline option:&lt;br /&gt;
&lt;br /&gt;
'''makehuman --noshaders'''&lt;br /&gt;
&lt;br /&gt;
In windows, the easiest way to do this is to create a shortcut:&lt;br /&gt;
&lt;br /&gt;
[[File:Noshaders1.png]]&lt;br /&gt;
&lt;br /&gt;
And then edit it and add &amp;quot;--noshaders&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:NoShaders2.png]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120a1&amp;diff=1508</id>
		<title>Releases:120a1</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120a1&amp;diff=1508"/>
				<updated>2018-11-17T11:38:45Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Highlights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These notes are under construction and may be incomplete&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
The following are the changes since version 1.1.1.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a completely new Blender integration, with support for socket transfers, IK and Kinect&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported?)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman packages)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* FBX skeleton will still misbehave&lt;br /&gt;
* There are still graphics card incompatibilities in the OpenGL code&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 or higher&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
PPAs will be provided for 18.04 and later releases.&lt;br /&gt;
&lt;br /&gt;
== The upgraded codebase ==&lt;br /&gt;
&lt;br /&gt;
Information about the upgrade and the new base requirements...&lt;br /&gt;
&lt;br /&gt;
== Asset downloader ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New blender integration ==&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-ik.png|300px|thumb|right|Convert to IK rig]]&lt;br /&gt;
&lt;br /&gt;
This release bundles a rich set of blender functionalitites, which can be added to blender in the form of an addon. Not all functionality will be listed here, but the following are &lt;br /&gt;
some highlights.&lt;br /&gt;
&lt;br /&gt;
=== Import directly from MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a toon directly from a running instance of MakeHuman, without having to first save the toon to a file. The importer will talk with the makehuman instance&lt;br /&gt;
and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. The process is almost instantaneous (a toon with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== IK and amputations ===&lt;br /&gt;
&lt;br /&gt;
The importer will use the skeleton set in MakeHuman to rig the resulting character in Blender. The rig can then be extended with the &amp;quot;IK rig&amp;quot; functionality: By clicking a button you can get extra &lt;br /&gt;
IK controls, and IK chains set up for arms, legs and fingers.&lt;br /&gt;
&lt;br /&gt;
Rigs can also be amputated in case detailed bones are not required. &lt;br /&gt;
&lt;br /&gt;
All rigs currently available to MakeHuman are supported. &lt;br /&gt;
&lt;br /&gt;
=== Kinect ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A new windows installer ==&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 is bundled as a zip file which can &lt;br /&gt;
be added to blender via the user preferences. &lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1478</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1478"/>
				<updated>2018-09-17T21:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Top questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;br /&gt;
* [[FAQ: What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ: MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ: What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is MakeHuman?]]&lt;br /&gt;
* [[FAQ: What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ: Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ: How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ: What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ: I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ: Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ: What is a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is Open Source?]]&lt;br /&gt;
* [[FAQ: What is a target?]]&lt;br /&gt;
* [[FAQ: What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ: What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Nightly builds ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is a nightly build?]]&lt;br /&gt;
* [[FAQ: Where are the nightly builds?]]&lt;br /&gt;
* [[FAQ: Will the nightly build work?]]&lt;br /&gt;
* [[FAQ: Can I use the stable version and the nightly build at the same time?]]&lt;br /&gt;
* [[FAQ: What's with the &amp;quot;makehuman-community-*&amp;quot; file name?]]&lt;br /&gt;
* [[FAQ: How can I run the same code as the nightly build from source?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ: What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ: Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ: Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ: I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ: Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ: Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ: How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ: How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ: I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party skin. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ: How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ: Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
* [[FAQ:What do I need to do when I use a CC-BY asset?]]&lt;br /&gt;
* [[FAQ: We at company X don't like AGPL and want another license]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How can I create targets?]]&lt;br /&gt;
* [[FAQ: How can I create skin textures?]]&lt;br /&gt;
* [[FAQ: How can I create clothes?]]&lt;br /&gt;
* [[FAQ: How can I create hair?]]&lt;br /&gt;
* [[FAQ: How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ: How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ: How can I create poses?]]&lt;br /&gt;
* [[FAQ: How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ: I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ: Can I export an asset from Blender and get it back into MakeHuman?]]&lt;br /&gt;
* [[FAQ: I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ: How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ: How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ: I want to extend MakeHuman functionality. Where should I start?]]&lt;br /&gt;
* [[FAQ: I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ: I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ: I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ: I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ: I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ: I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ: I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Rendering, materials and node setups ==&lt;br /&gt;
* [[FAQ: The eyes look flat and &amp;quot;dead&amp;quot; in blender]]&lt;br /&gt;
&lt;br /&gt;
== NSFW ==&lt;br /&gt;
* [[FAQ: What is the general policy towards NSFW content and discussions?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW imagery on the forums?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW content in the user contribution repos?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: The publisher could not be verified]]&lt;br /&gt;
* [[FAQ: My Antivirus tool blocks MakeHuman or Norton Antivirus reports WS.Reputation.1]]&lt;br /&gt;
* [[FAQ: There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ: I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ: MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ: Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:I_can%27t_download_from_the_user_repos,_all_files_are_saved_as_HTML&amp;diff=1387</id>
		<title>FAQ:I can't download from the user repos, all files are saved as HTML</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:I_can%27t_download_from_the_user_repos,_all_files_are_saved_as_HTML&amp;diff=1387"/>
				<updated>2017-05-22T19:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a problem with your web browser (probably Internet Explorer or Edge), which makes assumptions about file extensions. &lt;br /&gt;
&lt;br /&gt;
== Quick fix ==&lt;br /&gt;
&lt;br /&gt;
The quick fix is to use a different web browser (Chrome and  Firefox are known to not show this bug). With these browsers, things will most likely save automatically in the correct way. If not, at least chrome has a checkbox in the save-as dialog to force the correct extension.&lt;br /&gt;
&lt;br /&gt;
== More ideal solution ==&lt;br /&gt;
&lt;br /&gt;
Alternatively, there is a more ideal solution: Install the plugin for downloading assets from within makehuman instead. &lt;br /&gt;
&lt;br /&gt;
* Go to https://github.com/makehumancommunity/community-plugins&lt;br /&gt;
* Download the repo as a zip file&lt;br /&gt;
* In the zip file find the directory &amp;quot;makehuman&amp;quot;&lt;br /&gt;
* Copy everything in there to the &amp;quot;plugins&amp;quot; directory under where you installed makehuman&lt;br /&gt;
&lt;br /&gt;
You will then get a &amp;quot;community&amp;quot; tab with a GUI for downloading assets.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Where_are_my_MakeHuman_files_found_(where_is_my_HOME_directory)%3F&amp;diff=1376</id>
		<title>FAQ:Where are my MakeHuman files found (where is my HOME directory)?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Where_are_my_MakeHuman_files_found_(where_is_my_HOME_directory)%3F&amp;diff=1376"/>
				<updated>2017-03-24T13:01:38Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [BASE] folder location for saving MakeHuman user data depends on your operating system (Windows, Linux, OSX, etc..).  In the guide below, replace &amp;lt;username&amp;gt; with your actual login name. Typically, your &amp;lt;root&amp;gt; will be 'c:\\' (without quotes) on Windows machines, and just  plain &amp;quot;/&amp;quot; (without quotes) on Linux and Mac OSX. Take in account that your operating system might be case sensitive on filenames (Unix-like OSs !). In case of doubt use lower case directory names.&lt;br /&gt;
&lt;br /&gt;
Here is the basic guide to finding the [BASE] folder on your operating system:&lt;br /&gt;
* Microsoft Windows Vista, 7, 8, 8.1 and 10: c:\\Users\&amp;lt;username&amp;gt;\Documents\&lt;br /&gt;
* Linux: /home/&amp;lt;username&amp;gt;/ or simply ~/&lt;br /&gt;
* Mac OSX: /Users/&amp;lt;username&amp;gt;/Documents/&lt;br /&gt;
* MakeHumanPortable (all Windows versions): X:\PortableApps\MakeHumanPortable\AppData (where X: is the drive letter of your removable device)&lt;br /&gt;
&lt;br /&gt;
Your [BASE] folder, by default, contains an &amp;quot;asset folder&amp;quot; called '''&amp;quot;makehuman&amp;quot;''' which will, in turn, contain a subfolder named 'v1' for MH version 1.X.X releases. The ./makehuman/v1/ subfolder contains a series of additional subfolders containing your personal MakeHuman asset files:  '''backgrounds, cache, data, exports, grab, models, and render'''. &lt;br /&gt;
&lt;br /&gt;
The ./models/ folder will contain the .mhm '''model''' files you &amp;quot;save&amp;quot;. The ./exports/ folder will contain the files you &amp;quot;'''export'''&amp;quot; in .dae (collada), .fbx, .mhx2, .obj, or .stl formats. The ./backgrounds/ folder is where you can place '''background reference images''' to use in model construction. The '''data folder''', itself, contains many subfoders.  The ./data/... subfolders are where you will find '''clothes and other proxy objects''' that you import using the asset manager.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* On Windows systems, &amp;quot;Documents and Settings&amp;quot; is subject to internationalization.&lt;br /&gt;
&lt;br /&gt;
For older/deprecated versions of Windows you may find the [BASE]/makehuman/v1/ subfolder here:&lt;br /&gt;
* Microsoft Windows 2000, XP and 2003: c:\\Documents and Settings\&amp;lt;username&amp;gt;&lt;br /&gt;
* Microsoft Windows NT:  &amp;lt;root&amp;gt;\WINNT\Profiles\&amp;lt;username&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_MHX_export_in_MH_1.1.x_and_later%3F&amp;diff=1359</id>
		<title>FAQ:What happened to the MHX export in MH 1.1.x and later?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_MHX_export_in_MH_1.1.x_and_later%3F&amp;diff=1359"/>
				<updated>2017-03-15T09:21:47Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Short version:''' &lt;br /&gt;
&lt;br /&gt;
MHX2 is now a plugin you download from https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
If you use Blender you will most likely want to install this. If you don't use Blender, there is not yet an importer available for your application.&lt;br /&gt;
&lt;br /&gt;
For installation of the MakeHuman exporter component, you should save the ''9_export_mhx2'' folder into you MakeHuman plugins folder.  &lt;br /&gt;
&lt;br /&gt;
The location of this plugins folder will vary with operating system.&lt;br /&gt;
* '''MacOS X''':  Macintosh HD/Applications/MakeHuman.app/Contents/Resources/plugins&lt;br /&gt;
* '''Windows 7/8/10''': C:\MakeHuman\plugins (Assuming you installed as C:\MakeHuman), or where MakeHuman was unzipped&lt;br /&gt;
* '''Debian/Ubuntu Linux''': /usr/share/makehuman/plugins  (double check accuracy of this)&lt;br /&gt;
also see: [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Long version:''' &lt;br /&gt;
&lt;br /&gt;
The old MHX format has been deprecated (both by MakeHuman and by its author, Thomas Larsson). &lt;br /&gt;
&lt;br /&gt;
Thomas Larsson has replaced MHX with MHX2 which is available as an external, separately maintained plugin. The major change from mhx to mhx2 is that it is now divided into separate exporter and importer components.  This means it is theoretically possible to use .mhx2 with any application for which there is a suitable importer.  Currently, the only importer available is for Blender.&lt;br /&gt;
&lt;br /&gt;
For details on this MHX2 plugin (as well as download the MakeHuman Exporter and Blender Importer) see https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
MHX2 is not integrated into the core distribution because of separate maintenance and release cycles.  However, it remains one of the most high fidelity ways to move assets from MakeHuman to Blender (and other applications when suitable importers become available).  The alternative is to use the generic transfer formats: DAE and FBX. Because of their generic nature, however, these will not give you the full convenience of using .mhx2.&lt;br /&gt;
&lt;br /&gt;
If you need the specific features of MHX2, visit the link above and follow the instructions. &lt;br /&gt;
&lt;br /&gt;
There is also a tutorial video on how to install MHX2 here: https://www.youtube.com/watch?v=3CCHGX-6Mtk&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:I_downloaded_a_third_party_plug-in._How_do_I_install_it%3F&amp;diff=1358</id>
		<title>FAQ:I downloaded a third party plug-in. How do I install it?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:I_downloaded_a_third_party_plug-in._How_do_I_install_it%3F&amp;diff=1358"/>
				<updated>2017-03-15T09:19:06Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In contrast to all other third party stuff described in the topics above, new plug-ins are '''not''' installed in the user-home folder of MakeHuman, but need to be directly installed in a subfolder called '''&amp;quot;plugins&amp;quot;''' of the program folder. The plugins-folder can be found in the same folder where the MakeHuman executable is located. On Windows it is located where you unzipped MakeHuman, e.g. C:\MakeHuman\plugins. On Debian-like systems, when using a package management, the folder is found at /usr/share/makehuman/plugins. For MacOS X it is Macintosh HD/Applications/MakeHuman.app/Contents/Resources/plugins.&lt;br /&gt;
The plug-in names start with a number and can be a single file or multiple files in a folder. Now copy the third party plug-in file or folder to the correct subfolder '''&amp;quot;plugins&amp;quot;''' indicated above. On Unix-like OSs (Linux / MacOS X)  make sure the newly installed plug-ins have the same permissions/ownership as the other plug-ins. When installing to /usr/share/makehuman, one will usually need root privileges. And care for case sensitivity.&lt;br /&gt;
Often it is necessary to install a corresponding plug-in to Blender (e.g. exporter/importer plug-in like MHX2). Please refer to the official Blender documentation on how to install plug-ins in Blender.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_MHX_export_in_MH_1.1.x_and_later%3F&amp;diff=1357</id>
		<title>FAQ:What happened to the MHX export in MH 1.1.x and later?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_MHX_export_in_MH_1.1.x_and_later%3F&amp;diff=1357"/>
				<updated>2017-03-15T09:11:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Short version:''' &lt;br /&gt;
&lt;br /&gt;
MHX2 is now a plugin you download from https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
If you use Blender you will most likely want to install this. If you don't use Blender, there is not yet an importer available for your application.&lt;br /&gt;
&lt;br /&gt;
For installation of the MakeHuman exporter component, you should save the ''9_export_mhx2'' folder into you MakeHuman plugins folder.  &lt;br /&gt;
&lt;br /&gt;
The location of this plugins folder will vary with operating system.&lt;br /&gt;
* '''MacOS X''':  Macintosh HD/Applications/MakeHuman.app/Contents/Resources/plugins&lt;br /&gt;
* '''Windows 7/8/10''': C:\MakeHuman\plugins (Assuming you installed as C:\MakeHuman), or where MakeHuman was unzipped&lt;br /&gt;
* '''Debian/Ubuntu Linux''': /usr/share/makehuman/plugins  (double check accuracy of this)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Long version:''' &lt;br /&gt;
&lt;br /&gt;
The old MHX format has been deprecated (both by MakeHuman and by its author, Thomas Larsson). &lt;br /&gt;
&lt;br /&gt;
Thomas Larsson has replaced MHX with MHX2 which is available as an external, separately maintained plugin. The major change from mhx to mhx2 is that it is now divided into separate exporter and importer components.  This means it is theoretically possible to use .mhx2 with any application for which there is a suitable importer.  Currently, the only importer available is for Blender.&lt;br /&gt;
&lt;br /&gt;
For details on this MHX2 plugin (as well as download the MakeHuman Exporter and Blender Importer) see https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
MHX2 is not integrated into the core distribution because of separate maintenance and release cycles.  However, it remains one of the most high fidelity ways to move assets from MakeHuman to Blender (and other applications when suitable importers become available).  The alternative is to use the generic transfer formats: DAE and FBX. Because of their generic nature, however, these will not give you the full convenience of using .mhx2.&lt;br /&gt;
&lt;br /&gt;
If you need the specific features of MHX2, visit the link above and follow the instructions. &lt;br /&gt;
&lt;br /&gt;
There is also a tutorial video on how to install MHX2 here: https://www.youtube.com/watch?v=3CCHGX-6Mtk&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_MHX_export_in_MH_1.1.x_and_later%3F&amp;diff=1356</id>
		<title>FAQ:What happened to the MHX export in MH 1.1.x and later?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_MHX_export_in_MH_1.1.x_and_later%3F&amp;diff=1356"/>
				<updated>2017-03-15T09:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Short version:''' &lt;br /&gt;
&lt;br /&gt;
MHX2 is now a plugin you download from https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
If you use Blender you will most likely want to install this. If you don't use Blender, there is not yet an importer available for your application.&lt;br /&gt;
&lt;br /&gt;
For installation of the MakeHuman exporter component, you should save the ''9_export_mhx2'' folder into you MakeHuman plugins folder.  &lt;br /&gt;
&lt;br /&gt;
The location of this plugins folder will vary with operating system.&lt;br /&gt;
* '''MacIntosh OSX''':  Macintosh HD/Applications/MakeHuman.app/Contents/Resources/plugins&lt;br /&gt;
* '''Windows 7/8/10''': C:\MakeHuman\plugins (Assuming you installed as C:\MakeHuman), or where MakeHuman was unzipped&lt;br /&gt;
* '''Debian/Ubuntu Linux''': /usr/share/makehuman/plugins  (double check accuracy of this)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Long version:''' &lt;br /&gt;
&lt;br /&gt;
The old MHX format has been deprecated (both by MakeHuman and by its author, Thomas Larsson). &lt;br /&gt;
&lt;br /&gt;
Thomas Larsson has replaced MHX with MHX2 which is available as an external, separately maintained plugin. The major change from mhx to mhx2 is that it is now divided into separate exporter and importer components.  This means it is theoretically possible to use .mhx2 with any application for which there is a suitable importer.  Currently, the only importer available is for Blender.&lt;br /&gt;
&lt;br /&gt;
For details on this MHX2 plugin (as well as download the MakeHuman Exporter and Blender Importer) see https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
MHX2 is not integrated into the core distribution because of separate maintenance and release cycles.  However, it remains one of the most high fidelity ways to move assets from MakeHuman to Blender (and other applications when suitable importers become available).  The alternative is to use the generic transfer formats: DAE and FBX. Because of their generic nature, however, these will not give you the full convenience of using .mhx2.&lt;br /&gt;
&lt;br /&gt;
If you need the specific features of MHX2, visit the link above and follow the instructions. &lt;br /&gt;
&lt;br /&gt;
There is also a tutorial video on how to install MHX2 here: https://www.youtube.com/watch?v=3CCHGX-6Mtk&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:My_Antivirus_tool_blocks_MakeHuman_or_Norton_Antivirus_reports_WS.Reputation.1&amp;diff=1327</id>
		<title>FAQ:My Antivirus tool blocks MakeHuman or Norton Antivirus reports WS.Reputation.1</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:My_Antivirus_tool_blocks_MakeHuman_or_Norton_Antivirus_reports_WS.Reputation.1&amp;diff=1327"/>
				<updated>2017-02-19T14:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: Created page with &amp;quot;Norton Antivirus and other antivirus tools have a &amp;quot;feature&amp;quot; that classifies anything it doesn't recognize as a virus. A good discussion about this &amp;quot;feature&amp;quot; is available at ht...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Norton Antivirus and other antivirus tools have a &amp;quot;feature&amp;quot; that classifies anything it doesn't recognize as a virus. A good discussion about this &amp;quot;feature&amp;quot; is available at http://community.norton.com/t5/Norton-Internet-Security-Norton/WS-Reputation-1-is-NOT-helpful/td-p/537550. Since the the development crew cannot spend money for a code signing certificate, there is now possibility to automatically whitelist MakeHuman.&lt;br /&gt;
&lt;br /&gt;
The MakeHuman crew perceives this phenomenon as a bug with the antivirus solutions, and not with MakeHuman, and will refer any reports of the issue to the producer of the antivirus tool.&lt;br /&gt;
&lt;br /&gt;
The suggested solution is to either switch the antivirus solution or to manually whitelist the binary on your local computer, under the precaution MakeHuman was received from a trusted source.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1326</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1326"/>
				<updated>2017-02-19T14:18:05Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ:What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is MakeHuman?]]&lt;br /&gt;
* [[FAQ:What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ:Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ:How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ:What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ:I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ:Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ:What is a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is a nightly build?]]&lt;br /&gt;
* [[FAQ:What is Open Source?]]&lt;br /&gt;
* [[FAQ:What is a target?]]&lt;br /&gt;
* [[FAQ:What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ:What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ:What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ:Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ:Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ:I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ:Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ:Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ:How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ:How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ:I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ:How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ:Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How can I create targets?]]&lt;br /&gt;
* [[FAQ:How can I create skin textures?]]&lt;br /&gt;
* [[FAQ:How can I create clothes?]]&lt;br /&gt;
* [[FAQ:How can I create hair?]]&lt;br /&gt;
* [[FAQ:How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ:How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ:How can I create poses?]]&lt;br /&gt;
* [[FAQ:How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ:I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ:I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ:How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ:How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ:I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ:I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ:I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ:I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ:I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ:I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ:I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:The publisher could not be verified]]&lt;br /&gt;
* [[FAQ:My Antivirus tool blocks MakeHuman or Norton Antivirus reports WS.Reputation.1]]&lt;br /&gt;
* [[FAQ:There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ:I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ:MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ:Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ:I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:My_Antivirus_tool_blocks_MakeHuman_/_Norton_Antivirus_reports_WS.Reputation.1&amp;diff=1325</id>
		<title>FAQ:My Antivirus tool blocks MakeHuman / Norton Antivirus reports WS.Reputation.1</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:My_Antivirus_tool_blocks_MakeHuman_/_Norton_Antivirus_reports_WS.Reputation.1&amp;diff=1325"/>
				<updated>2017-02-19T14:17:13Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: Created page with &amp;quot;Norton Antivirus and other antivirus tools have a &amp;quot;feature&amp;quot; that classifies anything it doesn't recognize as a virus. A good discussion about this &amp;quot;feature&amp;quot; is available at ht...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Norton Antivirus and other antivirus tools have a &amp;quot;feature&amp;quot; that classifies anything it doesn't recognize as a virus. A good discussion about this &amp;quot;feature&amp;quot; is available at http://community.norton.com/t5/Norton-Internet-Security-Norton/WS-Reputation-1-is-NOT-helpful/td-p/537550. Since the the development crew cannot spend money for a code signing certificate, there is now possibility to automatically whitelist MakeHuman.&lt;br /&gt;
&lt;br /&gt;
The MakeHuman crew perceives this phenomenon as a bug with the antivirus solutions, and not with MakeHuman, and will refer any reports of the issue to the producer of the antivirus tool.&lt;br /&gt;
&lt;br /&gt;
The suggested solution is to either switch the antivirus solution or to manually whitelist the binary on your local computer, under the precaution MakeHuman was received from a trusted source.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1324</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1324"/>
				<updated>2017-02-19T14:16:56Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ:What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is MakeHuman?]]&lt;br /&gt;
* [[FAQ:What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ:Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ:How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ:What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ:I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ:Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ:What is a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is a nightly build?]]&lt;br /&gt;
* [[FAQ:What is Open Source?]]&lt;br /&gt;
* [[FAQ:What is a target?]]&lt;br /&gt;
* [[FAQ:What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ:What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ:What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ:Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ:Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ:I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ:Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ:Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ:How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ:How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ:I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ:How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ:Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How can I create targets?]]&lt;br /&gt;
* [[FAQ:How can I create skin textures?]]&lt;br /&gt;
* [[FAQ:How can I create clothes?]]&lt;br /&gt;
* [[FAQ:How can I create hair?]]&lt;br /&gt;
* [[FAQ:How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ:How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ:How can I create poses?]]&lt;br /&gt;
* [[FAQ:How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ:I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ:I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ:How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ:How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ:I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ:I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ:I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ:I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ:I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ:I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ:I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:The publisher could not be verified]]&lt;br /&gt;
* [[FAQ:My Antivirus tool blocks MakeHuman / Norton Antivirus reports WS.Reputation.1]]&lt;br /&gt;
* [[FAQ:There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ:I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ:MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ:Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ:I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Norton_Antivirus_reports_WS.Reputation.1_in_the_nightly_build._What_gives%3F&amp;diff=1323</id>
		<title>FAQ:Norton Antivirus reports WS.Reputation.1 in the nightly build. What gives?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Norton_Antivirus_reports_WS.Reputation.1_in_the_nightly_build._What_gives%3F&amp;diff=1323"/>
				<updated>2017-02-19T14:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Norton Antivirus and other antivirus tools have a &amp;quot;feature&amp;quot; that classifies anything it doesn't recognize as a virus. A good discussion about this &amp;quot;feature&amp;quot; is available at http://community.norton.com/t5/Norton-Internet-Security-Norton/WS-Reputation-1-is-NOT-helpful/td-p/537550. Since the the development crew cannot spend money for a code signing certificate, there is now possibility to automatically whitelist MakeHuman.&lt;br /&gt;
&lt;br /&gt;
The MakeHuman crew perceives this phenomenon as a bug with the antivirus solutions, and not with MakeHuman, and will refer any reports of the issue to the producer of the antivirus tool.&lt;br /&gt;
&lt;br /&gt;
The suggested solution is to either switch the antivirus solution or to manually whitelist the binary on your local computer, under the precaution MakeHuman was received from a trusted source.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_do_I_uninstall_MakeHuman%3F&amp;diff=1322</id>
		<title>FAQ:How do I uninstall MakeHuman?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_do_I_uninstall_MakeHuman%3F&amp;diff=1322"/>
				<updated>2017-02-18T00:19:05Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some informations how to remove MakeHuman from your system. The information is mostly intended for version 1.1.0 of MakeHuman.&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
Simply delete the folder where you unzipped the MakeHuman-package. ([[FAQ:Where can I unzip MakeHuman (in Windows)?]]). MakeHuman itself only creates one folder (see below). The bundled Python and Qt libraries aren't expected to create any temporary files. (In case the last statement is not true, the temporary files should be found in the usual temp-folders. Please inform the MakeHuman-Team if you find any further remainder of MakeHuman, so the FAQ can be adapted.)&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
Uninstallating MakeHuman depends on the method you installed it. If you have just unzipped a MakeHuman-package, simply delete this folder. In other cases use the specific package management tools of your distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ubuntu (/Debian): You can remove MakeHuman via apt:&lt;br /&gt;
   sudo apt-get remove --purge makehuman&lt;br /&gt;
Then remove the ppa:&lt;br /&gt;
   sudo add-apt-repository --remove ppa:makehuman-official/makehuman-11x&lt;br /&gt;
&lt;br /&gt;
Another possible method is to use ppa-purge (universe):&lt;br /&gt;
   sudo ppa-purge ppa:makehuman-official/makehuman-11x&lt;br /&gt;
This will remove MakeHuman and the ppa from source.list. In case there was another installation of MakeHuman before, from other sources then from the ppa, ppa-purge will only perform a downgrade to the previous version. &lt;br /&gt;
&lt;br /&gt;
If you have copied additional files to the system folders of MakeHuman by hand, these files will not be removed by the methods above and need to be deleted by hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* OpenSuse/Fedora:&lt;br /&gt;
Currently MakeHuman doesn't provide official rpm-packages. Please refer to your system documentation how to uninstall software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
To be written.&lt;br /&gt;
&lt;br /&gt;
== Additional information, for all operating systems ==&lt;br /&gt;
On first run MakeHuman will create a folder called makehuman in your HOME directory. ([[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]) This folder can be deleted, too. But keep in mind, this folder contains all your models and other stuff you created or downloaded. '''These files will be lost, if you don't have a back-up!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you like, you can leaf a comment in the community forum why you removed MakeHuman (http://www.makehumancommunity.org/forum/). This will help the MakeHuman-Team to improve the software.''&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_MakeHuman_from_a_BitBucket_source_clone%3F&amp;diff=1321</id>
		<title>FAQ:How can I run MakeHuman from a BitBucket source clone?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_MakeHuman_from_a_BitBucket_source_clone%3F&amp;diff=1321"/>
				<updated>2017-02-18T00:16:36Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contrary to popular opinion it is not all that difficult to run MakeHuman directly from source. Doing so has the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You get full access to all assets (i.e. you are not restricted to only compiled/processed/compressed versions)&lt;br /&gt;
* You can &amp;quot;update&amp;quot; the MakeHuman directory and thereby download only the latest changes instead of having to download and unzip a big binary each time a change has been made. (This requires the usage of Mercurial)&lt;br /&gt;
&lt;br /&gt;
MakeHuman code is pure Python based. To run MakeHuman from source you need to install the following dependencies: Python 2.7, NumPy, PyOpenGl and PyQt for Qt4. The link to the source code is in the download section. You can either get the code as a zip-file or download it with the version control tool Mercurial.&lt;br /&gt;
&lt;br /&gt;
The full procedure with platform specific notes is documented in [[Documentation:Running_MakeHuman_from_source|Running MakeHuman from Source]].&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:111&amp;diff=1313</id>
		<title>Releases:111</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:111&amp;diff=1313"/>
				<updated>2017-02-15T12:17:38Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the [preliminary] release notes for version 1.1.1, which [will probably be] released in February 2017.&lt;br /&gt;
&lt;br /&gt;
This release is primarily a bug fix release where the major effort has been spent on addressing the unicode issues which made MakeHuman crash when using certain non-ASCII characters in filenames or usernames (in certain locales) on Windows platforms.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* It should now be possible to mix encodings (from recognized and valid codepages, see known issues below) on windows 7, for example when having a unicode file system, but a cp850-encoded filename. This will solve crashes when the user name or the installation path contains latin1 characters such as åäöüñé. &lt;br /&gt;
* The UI will no longer crash when using translations.&lt;br /&gt;
* The release provides more consist management of undo and restore defaults&lt;br /&gt;
* Fix for glitches in the male formal suit (thanks to CallHarvey3d)&lt;br /&gt;
* Fix for glitches in the male worksuit (thanks to marco_105)&lt;br /&gt;
 &lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
In general, it should be possible to replace the 1.1.0 release with the 1.1.1 release without any noticeable downside. If you use the male worksuit, please note that it has had its UV layout redone from scratch (so third part textures relying on the old UV layout will no longer work).&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
While we believe we have now got a grip on all ''normal'' cases where non-ASCII characters are used in file names, it is still possible to break MakeHuman by copy/pasting characters from another codepage than the one windows is installed with. For example: if you have an US-english windows version and unzip MH in a folder named ру́сскийязы́к, chances are MH won't even start. &lt;br /&gt;
&lt;br /&gt;
However, any file name you are able to write on the keyboard (as opposed from copying from the web) should now work.&lt;br /&gt;
&lt;br /&gt;
Inside MakeHuman the usage of unicode characters is more permissive. It is possible to safe MakeHuman models in folders and with filenames containing characters that are not in the primary codepage. However, in case of doubt, we would recommend using only ASCII-characters, respectively characters from your active code page, for filenames.&lt;br /&gt;
&lt;br /&gt;
== All fixes ==&lt;br /&gt;
&lt;br /&gt;
* Bug #78: &amp;quot;Restore Default&amp;quot; button in settings&lt;br /&gt;
* Bug #195: &amp;quot;Undo&amp;quot; does not actually undo many commands&lt;br /&gt;
* Bug #354: Add package_name + date in window title&lt;br /&gt;
* Bug #662: New malesuit01 needs minor UV touch-up&lt;br /&gt;
* Bug #718: Alternative distribution for windows&lt;br /&gt;
* Bug #764: SVG not supported on windows (but doesn't crash)&lt;br /&gt;
* Bug #771: Consistent handling of binary/ascii export choice&lt;br /&gt;
* Bug #831: Worksuit texture touch-up&lt;br /&gt;
* Bug #945: increasing eye bag slider breaks armature&lt;br /&gt;
* ''Bug #954: Possible problem in default rig weights''&lt;br /&gt;
* Bug #981: Makeclothes doesn't like eyes&lt;br /&gt;
* Bug #983: Modeling Face Mouth features slider images&lt;br /&gt;
* Bug #1004: RC and recent HG builds - file loader does not populate&lt;br /&gt;
* Bug #1027: MH 1.1.0 - Windows 10 PreRelease Build - File list Exceptions&lt;br /&gt;
* Bug #1028: MH 1.1.x - clean up / document status of genitals&lt;br /&gt;
* Bug #1029: Unicode in MH path still causing trouble&lt;br /&gt;
* Bug ''#1034: Malassigned / malformed vertices in the armpit''&lt;br /&gt;
* Bug #1037: Using any translation crashes parts of the GUI&lt;br /&gt;
* Bug #1043: Possible issue in module3d&lt;br /&gt;
* Bug #1051: Assymetric foot vertex groups&lt;br /&gt;
* Bug #1053: Help About&lt;br /&gt;
* ''Bug #1054: Ubuntu 16.04 and mesa drivers''&lt;br /&gt;
* Bug #1057: ppa produced overwrite errors&lt;br /&gt;
* Bug #1066: material_editor unicode warning MH 1.1.0 release&lt;br /&gt;
* Bug #1070: Sort filters dysfunctional - MH 1.1.0&lt;br /&gt;
* Bug #1073: Error loading a bvh pose created in Blender&lt;br /&gt;
* Bug #1076: MacOS Sierra - MakeHuman 1.1.0 data directory not loading&lt;br /&gt;
* Bug #1083: _cat_data[&amp;quot;bodyproportion&amp;quot;] or _cat_data[&amp;quot;bodyproportions&amp;quot;]?&lt;br /&gt;
&lt;br /&gt;
* Feature #1093: Easy way to copy version number to clipboard for bug reporting&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:111&amp;diff=1312</id>
		<title>Releases:111</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:111&amp;diff=1312"/>
				<updated>2017-02-15T11:16:06Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the [preliminary] release notes for version 1.1.1, which [will probably be] released in February 2017.&lt;br /&gt;
&lt;br /&gt;
This release is primarily a bug fix release where the major effort has been spent on addressing the unicode issues which made MakeHuman crash when using certain non-ASCII characters in filenames or usernames (in certain locales) on Windows platforms.&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
* It should now be possible to mix encodings (from recognized and valid codepages, see known issues below) on windows 7, for example when having a unicode file system, but a cp850-encoded filename. This will solve crashes when the user name or the installation path contains latin1 characters such as åäöüñé. &lt;br /&gt;
* The UI will no longer crash when using translations.&lt;br /&gt;
* The release provides more consist management of undo and restore defaults&lt;br /&gt;
* Fix for glitches in the male formal suit (thanks to CallHarvey3d)&lt;br /&gt;
* Fix for glitches in the male worksuit (thanks to marco_105)&lt;br /&gt;
 &lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
In general, it should be possible to replace the 1.1.0 release with the 1.1.1 release without any noticeable downside. If you use the male worksuit, please note that it has had its UV layout redone from scratch (so third part textures relying on the old UV layout will no longer work).&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
While we believe we have now got a grip on all ''normal'' cases where non-ASCII characters are used in file names, it is still possible to break MakeHuman by copy/pasting characters from another codepage than the one windows is installed with. For example: if you have an US-english windows version and unzip MH in a folder named ру́сскийязы́к, chances are MH won't even start. &lt;br /&gt;
&lt;br /&gt;
However, any file name you are able to write on the keyboard (as opposed from copying from the web) should now work.&lt;br /&gt;
&lt;br /&gt;
Inside MakeHuman the usage of unicode characters is more permissive. It was possible to safe MakeHuman models in folders and with filenames containing characters that are not in the primary codepage. But in case of doubt we would recommend using only ASCII-characters, respectively characters from your active code page, for filenames.&lt;br /&gt;
&lt;br /&gt;
== All fixes ==&lt;br /&gt;
&lt;br /&gt;
* Bug #78: &amp;quot;Restore Default&amp;quot; button in settings&lt;br /&gt;
* Bug #195: &amp;quot;Undo&amp;quot; does not actually undo many commands&lt;br /&gt;
* Bug #354: Add package_name + date in window title&lt;br /&gt;
* Bug #662: New malesuit01 needs minor UV touch-up&lt;br /&gt;
* Bug #718: Alternative distribution for windows&lt;br /&gt;
* Bug #764: SVG not supported on windows (but doesn't crash)&lt;br /&gt;
* Bug #771: Consistent handling of binary/ascii export choice&lt;br /&gt;
* Bug #831: Worksuit texture touch-up&lt;br /&gt;
* Bug #945: increasing eye bag slider breaks armature&lt;br /&gt;
* ''Bug #954: Possible problem in default rig weights''&lt;br /&gt;
* Bug #981: Makeclothes doesn't like eyes&lt;br /&gt;
* Bug #983: Modeling Face Mouth features slider images&lt;br /&gt;
* Bug #1004: RC and recent HG builds - file loader does not populate&lt;br /&gt;
* Bug #1027: MH 1.1.0 - Windows 10 PreRelease Build - File list Exceptions&lt;br /&gt;
* Bug #1028: MH 1.1.x - clean up / document status of genitals&lt;br /&gt;
* Bug #1029: Unicode in MH path still causing trouble&lt;br /&gt;
* Bug ''#1034: Malassigned / malformed vertices in the armpit''&lt;br /&gt;
* Bug #1037: Using any translation crashes parts of the GUI&lt;br /&gt;
* Bug #1043: Possible issue in module3d&lt;br /&gt;
* Bug #1051: Assymetric foot vertex groups&lt;br /&gt;
* Bug #1053: Help About&lt;br /&gt;
* ''Bug #1054: Ubuntu 16.04 and mesa drivers''&lt;br /&gt;
* Bug #1057: ppa produced overwrite errors&lt;br /&gt;
* Bug #1066: material_editor unicode warning MH 1.1.0 release&lt;br /&gt;
* Bug #1070: Sort filters dysfunctional - MH 1.1.0&lt;br /&gt;
* Bug #1073: Error loading a bvh pose created in Blender&lt;br /&gt;
* Bug #1076: MacOS Sierra - MakeHuman 1.1.0 data directory not loading&lt;br /&gt;
* Bug #1083: _cat_data[&amp;quot;bodyproportion&amp;quot;] or _cat_data[&amp;quot;bodyproportions&amp;quot;]?&lt;br /&gt;
&lt;br /&gt;
* Feature #1093: Easy way to copy version number to clipboard for bug reporting&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Where_are_my_MakeHuman_files_found_(where_is_my_HOME_directory)%3F&amp;diff=1311</id>
		<title>FAQ:Where are my MakeHuman files found (where is my HOME directory)?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Where_are_my_MakeHuman_files_found_(where_is_my_HOME_directory)%3F&amp;diff=1311"/>
				<updated>2017-02-13T14:14:30Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [BASE] folder location for saving MakeHuman user data depends on your operating system (Windows, Linux, OSX, etc..).  In the guide below, replace &amp;lt;username&amp;gt; with your actual login name. Typically, your &amp;lt;root&amp;gt; will be 'c:\\' (without quotes) on Windows machines, and just  plain &amp;quot;/&amp;quot; (without quotes) on Linux and Mac OSX.&lt;br /&gt;
&lt;br /&gt;
Here is the basic guide to finding the [BASE] folder on your operating system:&lt;br /&gt;
* Microsoft Windows Vista, 7, 8, 8.1 and 10: c:\\Users\&amp;lt;username&amp;gt;\Documents\&lt;br /&gt;
* Linux: /home/&amp;lt;username&amp;gt;/ or simply ~/&lt;br /&gt;
* Mac OSX: /Users/&amp;lt;username&amp;gt;/Documents/&lt;br /&gt;
* MakeHumanPortable (all Windows versions): X:\PortableApps\MakeHumanPortable\AppData (where X: is the drive letter of your removable device)&lt;br /&gt;
&lt;br /&gt;
Your [BASE] folder, by default, contains an &amp;quot;asset folder&amp;quot; called &amp;quot;makehuman&amp;quot; which will, in turn, contain a subfolder named 'v1' for MH version 1.X.X releases. The ./makehuman/v1/ subfolder contains a series of additional subfolders containing your personal MakeHuman asset files:  '''backgrounds, cache, data, exports, grab, models, and render'''. &lt;br /&gt;
&lt;br /&gt;
The ./models/ folder will contain the .mhm '''model''' files you &amp;quot;save&amp;quot;. The ./exports/ folder will contain the files you &amp;quot;'''export'''&amp;quot; in .dae (collada), .fbx, .mhx2, .obj, or .stl formats. The ./backgrounds/ folder is where you can place '''background reference images''' to use in model construction. The '''data folder''', itself, contains many subfoders.  The ./data/... subfolders are where you will find '''clothes and other proxy objects''' that you import using the asset manager.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* On Windows systems, &amp;quot;Documents and Settings&amp;quot; is subject to internationalization.&lt;br /&gt;
&lt;br /&gt;
For older/deprecated versions of Windows you may find the [BASE]/makehuman/v1/ subfolder here:&lt;br /&gt;
* Microsoft Windows 2000, XP and 2003: c:\\Documents and Settings\&amp;lt;username&amp;gt;&lt;br /&gt;
* Microsoft Windows NT:  &amp;lt;root&amp;gt;\WINNT\Profiles\&amp;lt;username&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Loading_and_saving&amp;diff=1310</id>
		<title>Documentation:Loading and saving</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Loading_and_saving&amp;diff=1310"/>
				<updated>2017-02-11T13:38:52Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* Loading Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The leftmost section of the Toolbar includes 3 quick action icons: 1)  for loading models from native .mhm files; 2) for saving the model as a native .mhm file; and 3) for exporting the model in various formats used by other 3D programs (this is discussed on another page).&lt;br /&gt;
&lt;br /&gt;
 [[File:lse_quick.png]] &lt;br /&gt;
&lt;br /&gt;
For more complete file access support (Load, Save, Export), the Files Tab options provides access to the controls that manage saving, loading, and exporting the MakeHuman project to or from files.&lt;br /&gt;
&lt;br /&gt;
 [[File:lse_tabs.png]] &lt;br /&gt;
&lt;br /&gt;
== Loading Files ==&lt;br /&gt;
&lt;br /&gt;
Files are loaded using either the Quick Load icon or by directly choosing the File tab and the Load subtab.  &lt;br /&gt;
&lt;br /&gt;
 [[File:load1.png]] &lt;br /&gt;
&lt;br /&gt;
By default, models that have beem saved in MHM format are retrieved from the user directory %HOMEPATH%/makehuman/v1/models/. ([[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]) In the event that you have stored your MHM files in a different directory/folder, you can navigate to that directory/folder using the ellipsis at the top of the center panel.  The right hand panel will be populated with thumbnail images of all the MHM files found in the path specified in the path at the top of the center panel.  Simply click on the icon for the model you wish to load in the right panel. The model will load and refresh to its completed state in the center panel.  You can load different models sequentially, if you wish. They will simply replace the previous model in the center panel.   MakeHuman™ is designed so that all loaded models are loaded without changing the camera location.  Thus, you can zoom in on a particular area of the body and compare multiple saved models from a single camera perspective.&lt;br /&gt;
&lt;br /&gt;
== Saving Files (.mhm format) ==&lt;br /&gt;
&lt;br /&gt;
Files are saved using either the Quick Save icon or by directly choosing the File tab and the Save sub tab.&lt;br /&gt;
The native file format for saving MakeHuman™ files is the .mhm format.  It is important to understand that this format does not save a pixel by pixel representation of your model nor does it save program objects like the actual clothes or hair.  Rather, it saves the necessary information for the program to reconstruct your model from its internally defined assets.  This means that if you move a .mhm file to another computer that lacks a piece of custom clothing, custom hair, or other custom object, the MakeHuman™ program on the new computer will be unable to provide a complete representation of your model unless you also move the custom asset(s) to the second computer.&lt;br /&gt;
&lt;br /&gt;
By default, model files (in.mhm format) are saved to the user directory %HOMEPATH%/Documents/makehuman/v1/models/.   If you wish to save your files in a different location, you can use the ellipsis at the top of the center panel to navigate to the directory/folder of interest.  In addtion to the .mhm file, the save operation will generate a thumbnail image of the model as it appears in the viewport at save time.  Thus, you will want to move the camera to a meaningful and unique view of the model before saving so that the thumbnail image will be easy to identify visually.&lt;br /&gt;
&lt;br /&gt;
CAUTIONARY NOTE:On windows OS (and perhaps on other OS's) there is a small gliche with saving to non-standard directories in MH 1.0.1 and  MH 1.0.2.  If you hit the ellipsis with a blank file name, use the system dialog to navigate to your directory of choice, enter a file name without extension in the system dialog, hit save, and watch the dialog close, the file will have been saved using the directory name rather than the filename you provided in the save box of the system dialog.  This directory name will now appear to the right of the ellipsis in the center panel.  It seems that you can avoid this problem by providing a full file name to the right of the ellipsis before you begin the save procedure, then using the system dialog to navigate to the desired directory, and supplying the same file name a second time in the filename blank of the save dialog.  This irratic behavior has been reported, and when fixed, this cautionary note should  be removed.  (Refer to bug 506 - RWB)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Configuration_and_settings&amp;diff=1309</id>
		<title>Documentation:Configuration and settings</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Configuration_and_settings&amp;diff=1309"/>
				<updated>2017-02-11T13:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* The Plugins tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The General tab ==&lt;br /&gt;
&lt;br /&gt;
The general settings include important features that can make a huge difference in MakeHuman's performance.&lt;br /&gt;
&lt;br /&gt;
[[File:general.png]] &lt;br /&gt;
&lt;br /&gt;
=== Slider behaviour ===&lt;br /&gt;
&lt;br /&gt;
* Update realtime. This option recalculates the human shape in real time during the slider movements. This requires more CPU resources.&lt;br /&gt;
* Update normals real time. By enabling this option, the normals are updated during the slider movements in order to see a correct shading in real time. Computing the surface normals requires an intensive CPU calculation, so this can slow down old PCs.&lt;br /&gt;
* Fit objects in realtime. By enabling it, all objects (eyes, hair, clothes, teeth, etc..) are fitted in real time during the body transformations. This requires more CPU resources.&lt;br /&gt;
* Autozoom camera. Enabling it will automatically zoom in the camera to the zone of interest. For example, editing the head, it will zoom in to it, editing the hand, it will automatically zoom in to the hand, etc.. This can be useful in some cases, but it doesn't allow custom point of view, so this option is disabled by default.&lt;br /&gt;
* Slider images. Enable the images to illustrate the sliders' effect. Disable it for a more compact list of controls.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
&lt;br /&gt;
This setting is to choose the measurement system that will be used :&lt;br /&gt;
* Metric, to use meters, centimeters, etc&lt;br /&gt;
* Imperial, to use inch, feet,etc..&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
&lt;br /&gt;
* Preload macro targets. This option is very important for perfomance and startup loading time. Using the preload increases a lot the performance, but in the case when the targets are not compiled (for example the raw targets cloned from HG) it will considerably increase the loading time during startup.&lt;br /&gt;
* Restore windows size. This option is just to remember the custom windows size used for MakeHuman.&lt;br /&gt;
&lt;br /&gt;
=== Theme and languages. ===&lt;br /&gt;
&lt;br /&gt;
These options areself explanatory. MakeHuman needs to be restarted for a change in the language settings to be effective.&lt;br /&gt;
 &lt;br /&gt;
== The background tab ==&lt;br /&gt;
&lt;br /&gt;
The Background tab allows you to add background/foreground images to use as a modelling reference or to create a scene within MakeHuman™ for the Short Pipeline.&lt;br /&gt;
When you open the Background tab you will see a &amp;quot;None&amp;quot; icon and a list of thumbnails of the files within the backgrounds folder in the home folder (see [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]), if they are present. The &amp;quot;None&amp;quot; icon is used to remove the background from the MakeHuman™ scene.&lt;br /&gt;
&lt;br /&gt;
 [[File:background_0_0.png]]&lt;br /&gt;
&lt;br /&gt;
=== Different backgrounds for different sides ===&lt;br /&gt;
&lt;br /&gt;
Prior to selecting an image you should first determine the side of the MakeHuman™ scene where you want the image to appear.  You can specify where you would like the background placed relative to your MakeHuman™ character with the Side control choices on the right hand side of the Background tab screen. &lt;br /&gt;
  &lt;br /&gt;
The first six (6) options set the background in your scene using the standard Camera view positions. If you choose the last radio button option labeled &amp;quot;Other&amp;quot; you can add the background into the scene with the character and camera position however it was last set, as long as it was not in one of the predfined camera views. &lt;br /&gt;
  &lt;br /&gt;
If you are placing an image to act as a reference image for modelling your character, you should select the side that matches your reference facing.&lt;br /&gt;
You can insert up to 7 different images into the MakeHuman™ scene by applying a different image to each Side option.  As the camera view changes into each side view or other view angle, the image shown will change as match your image side configuration for each of the camera side views shown in the modelling window.  The background image, in fact, will only appear while the camera remains in the side view specified.  Pressing one of the camera view options is the easiest way to get a background image to reappear if it disappears due to a camera view change.&lt;br /&gt;
&lt;br /&gt;
=== Background opacity and position. ===&lt;br /&gt;
&lt;br /&gt;
The Background Setting options allow you to set the background image's opacity using the Opacity slider control, which determines how transparent or opaque the image will appear in the scene, and to set the image as a background or foreground. These controls are particularly useful when you are using reference images to model your character.&lt;br /&gt;
The standard Opacity setting of 100 is equivalent to a 60% transparency level.  Setting the control to 0 will make the image invisible (100% transparency) and setting the opacity control to 250 will make the image fully opaque (0% tranparency).  &lt;br /&gt;
The &amp;quot;Show in Foreground&amp;quot; checkbox option allows you to place the image in front of the character in the scene so that the character will be obscured according to the opacity level setting of the background image.  This option should be checked if the image will be used as a reference image for modelling.&lt;br /&gt;
&lt;br /&gt;
The background can be moved and resized to properly fit the character, checking the options in the left side and then clicking and dragging with leftbutton or rightbutton.&lt;br /&gt;
&lt;br /&gt;
== The Mouse tab ==&lt;br /&gt;
&lt;br /&gt;
THe &amp;quot;Mouse&amp;quot; tab allows you to configure the behaviour of the mouse in makehuman.&lt;br /&gt;
&lt;br /&gt;
[[File:mouse_001.png]]&lt;br /&gt;
&lt;br /&gt;
The first wiidget in the left panel contains one slider labelled &amp;quot;3D viewport Speed&amp;quot;.  This slider controls the how sensitive the viewport is to mouse movement. As you increase this parameter the viewport become increasingly sensitive to mouse movements, thereby moving faster.  Tweak this parameter with care.  A value of one is the default speed at which makehuman models rotate and move in response to the mouse. Increase this parameter if you feel that the movements are too slow for your liking.&lt;br /&gt;
The second widget inside the left panel is the &amp;quot;Camera&amp;quot; widget this widget allows you to configure the mouse settings used to control the camera.  This also allows you to invert the mouse wheel.&lt;br /&gt;
Note:With the orbital camera, panning is available only in certain situations. Therefore, the &amp;quot;Move&amp;quot; shortcut has been made available for configuration. If you cannot pan your model it may not a bug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Shortcuts tab ==&lt;br /&gt;
THe &amp;quot;Shortcuts&amp;quot; tab helps us to manage shortcuts in makehuman.&lt;br /&gt;
For your convinience shortcuts have been organised into 3 categories. The first category with the largest number of shrrtcuts available for configuration is the &amp;quot;Camera&amp;quot; category whose panel is located on the left hand side. THe other two categories are &amp;quot;Actions&amp;quot; and &amp;quot;Navigation&amp;quot;. The &amp;quot;Action&amp;quot; panel helps us to alter shortcuts for actions such as undo and redo. The &amp;quot;Navigation&amp;quot; panel helps us to set shortcuts to quickly navigate between various frequently used tabs in Makehuman.&lt;br /&gt;
 &lt;br /&gt;
[[File:shortcuts-mh_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
Managing of shortcuts is very easy inside makehuman. Just select the appropriate box with the current shortcut key andf type in thenew shortcut key/key combination. Makehuman will warn you if there are duplicates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Plugins tab ==&lt;br /&gt;
&lt;br /&gt;
Makehuman is designed using a modular approach. All features within makehuman belong to one module or the other. THese modules are called Plugins. With the help of the &amp;quot;Plugins&amp;quot; tab in makehuman we can enable or disable certain plugins thereby altering the feature set available.&lt;br /&gt;
This feature is useful when:&lt;br /&gt;
&lt;br /&gt;
* A particular feature is uneeded and you want to improve performance of makehuman by disabling it.&lt;br /&gt;
* A particular plugin is giving problems on your machine and you would like to disable it to avoid accidently triggering the fault again.&lt;br /&gt;
&lt;br /&gt;
[[File:plugins-mh_002.png]]&lt;br /&gt;
&lt;br /&gt;
By default all plugins are enabled. Plugins can be disabled by clicking on the option buttons and removing the &amp;quot;x&amp;quot; next to the related plugin.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Configuration_and_settings&amp;diff=1308</id>
		<title>Documentation:Configuration and settings</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Configuration_and_settings&amp;diff=1308"/>
				<updated>2017-02-11T13:21:47Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* The background tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The General tab ==&lt;br /&gt;
&lt;br /&gt;
The general settings include important features that can make a huge difference in MakeHuman's performance.&lt;br /&gt;
&lt;br /&gt;
[[File:general.png]] &lt;br /&gt;
&lt;br /&gt;
=== Slider behaviour ===&lt;br /&gt;
&lt;br /&gt;
* Update realtime. This option recalculates the human shape in real time during the slider movements. This requires more CPU resources.&lt;br /&gt;
* Update normals real time. By enabling this option, the normals are updated during the slider movements in order to see a correct shading in real time. Computing the surface normals requires an intensive CPU calculation, so this can slow down old PCs.&lt;br /&gt;
* Fit objects in realtime. By enabling it, all objects (eyes, hair, clothes, teeth, etc..) are fitted in real time during the body transformations. This requires more CPU resources.&lt;br /&gt;
* Autozoom camera. Enabling it will automatically zoom in the camera to the zone of interest. For example, editing the head, it will zoom in to it, editing the hand, it will automatically zoom in to the hand, etc.. This can be useful in some cases, but it doesn't allow custom point of view, so this option is disabled by default.&lt;br /&gt;
* Slider images. Enable the images to illustrate the sliders' effect. Disable it for a more compact list of controls.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
&lt;br /&gt;
This setting is to choose the measurement system that will be used :&lt;br /&gt;
* Metric, to use meters, centimeters, etc&lt;br /&gt;
* Imperial, to use inch, feet,etc..&lt;br /&gt;
&lt;br /&gt;
=== Startup ===&lt;br /&gt;
&lt;br /&gt;
* Preload macro targets. This option is very important for perfomance and startup loading time. Using the preload increases a lot the performance, but in the case when the targets are not compiled (for example the raw targets cloned from HG) it will considerably increase the loading time during startup.&lt;br /&gt;
* Restore windows size. This option is just to remember the custom windows size used for MakeHuman.&lt;br /&gt;
&lt;br /&gt;
=== Theme and languages. ===&lt;br /&gt;
&lt;br /&gt;
These options areself explanatory. MakeHuman needs to be restarted for a change in the language settings to be effective.&lt;br /&gt;
 &lt;br /&gt;
== The background tab ==&lt;br /&gt;
&lt;br /&gt;
The Background tab allows you to add background/foreground images to use as a modelling reference or to create a scene within MakeHuman™ for the Short Pipeline.&lt;br /&gt;
When you open the Background tab you will see a &amp;quot;None&amp;quot; icon and a list of thumbnails of the files within the backgrounds folder in the home folder (see [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]), if they are present. The &amp;quot;None&amp;quot; icon is used to remove the background from the MakeHuman™ scene.&lt;br /&gt;
&lt;br /&gt;
 [[File:background_0_0.png]]&lt;br /&gt;
&lt;br /&gt;
=== Different backgrounds for different sides ===&lt;br /&gt;
&lt;br /&gt;
Prior to selecting an image you should first determine the side of the MakeHuman™ scene where you want the image to appear.  You can specify where you would like the background placed relative to your MakeHuman™ character with the Side control choices on the right hand side of the Background tab screen. &lt;br /&gt;
  &lt;br /&gt;
The first six (6) options set the background in your scene using the standard Camera view positions. If you choose the last radio button option labeled &amp;quot;Other&amp;quot; you can add the background into the scene with the character and camera position however it was last set, as long as it was not in one of the predfined camera views. &lt;br /&gt;
  &lt;br /&gt;
If you are placing an image to act as a reference image for modelling your character, you should select the side that matches your reference facing.&lt;br /&gt;
You can insert up to 7 different images into the MakeHuman™ scene by applying a different image to each Side option.  As the camera view changes into each side view or other view angle, the image shown will change as match your image side configuration for each of the camera side views shown in the modelling window.  The background image, in fact, will only appear while the camera remains in the side view specified.  Pressing one of the camera view options is the easiest way to get a background image to reappear if it disappears due to a camera view change.&lt;br /&gt;
&lt;br /&gt;
=== Background opacity and position. ===&lt;br /&gt;
&lt;br /&gt;
The Background Setting options allow you to set the background image's opacity using the Opacity slider control, which determines how transparent or opaque the image will appear in the scene, and to set the image as a background or foreground. These controls are particularly useful when you are using reference images to model your character.&lt;br /&gt;
The standard Opacity setting of 100 is equivalent to a 60% transparency level.  Setting the control to 0 will make the image invisible (100% transparency) and setting the opacity control to 250 will make the image fully opaque (0% tranparency).  &lt;br /&gt;
The &amp;quot;Show in Foreground&amp;quot; checkbox option allows you to place the image in front of the character in the scene so that the character will be obscured according to the opacity level setting of the background image.  This option should be checked if the image will be used as a reference image for modelling.&lt;br /&gt;
&lt;br /&gt;
The background can be moved and resized to properly fit the character, checking the options in the left side and then clicking and dragging with leftbutton or rightbutton.&lt;br /&gt;
&lt;br /&gt;
== The Mouse tab ==&lt;br /&gt;
&lt;br /&gt;
THe &amp;quot;Mouse&amp;quot; tab allows you to configure the behaviour of the mouse in makehuman.&lt;br /&gt;
&lt;br /&gt;
[[File:mouse_001.png]]&lt;br /&gt;
&lt;br /&gt;
The first wiidget in the left panel contains one slider labelled &amp;quot;3D viewport Speed&amp;quot;.  This slider controls the how sensitive the viewport is to mouse movement. As you increase this parameter the viewport become increasingly sensitive to mouse movements, thereby moving faster.  Tweak this parameter with care.  A value of one is the default speed at which makehuman models rotate and move in response to the mouse. Increase this parameter if you feel that the movements are too slow for your liking.&lt;br /&gt;
The second widget inside the left panel is the &amp;quot;Camera&amp;quot; widget this widget allows you to configure the mouse settings used to control the camera.  This also allows you to invert the mouse wheel.&lt;br /&gt;
Note:With the orbital camera, panning is available only in certain situations. Therefore, the &amp;quot;Move&amp;quot; shortcut has been made available for configuration. If you cannot pan your model it may not a bug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Shortcuts tab ==&lt;br /&gt;
THe &amp;quot;Shortcuts&amp;quot; tab helps us to manage shortcuts in makehuman.&lt;br /&gt;
For your convinience shortcuts have been organised into 3 categories. The first category with the largest number of shrrtcuts available for configuration is the &amp;quot;Camera&amp;quot; category whose panel is located on the left hand side. THe other two categories are &amp;quot;Actions&amp;quot; and &amp;quot;Navigation&amp;quot;. The &amp;quot;Action&amp;quot; panel helps us to alter shortcuts for actions such as undo and redo. The &amp;quot;Navigation&amp;quot; panel helps us to set shortcuts to quickly navigate between various frequently used tabs in Makehuman.&lt;br /&gt;
 &lt;br /&gt;
[[File:shortcuts-mh_002.jpg]]&lt;br /&gt;
&lt;br /&gt;
Managing of shortcuts is very easy inside makehuman. Just select the appropriate box with the current shortcut key andf type in thenew shortcut key/key combination. Makehuman will warn you if there are duplicates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Plugins tab ==&lt;br /&gt;
&lt;br /&gt;
Makehuman is designed using a modular approach. All features within makehuman belong to one module or the other. THese modules are called Plugins. With the help of the &amp;quot;Plugins&amp;quot; tab in makehuman we can enable or disable certain plugins thereby altering the feature set available.&lt;br /&gt;
This feature is useful when:&lt;br /&gt;
&lt;br /&gt;
* A particular feature is uneeded and you want to improve performance of makehuman by disabling it.&lt;br /&gt;
* A particular plugin is giving problems on your machine and you would like to disable it to avoid accidently triggering the fault again.&lt;br /&gt;
&lt;br /&gt;
[[File:plugins-mh_002.png]]&lt;br /&gt;
&lt;br /&gt;
By default all plugins are enabled plugins can be disabled by clicking on the option buttons and removing the &amp;quot;x&amp;quot; next to the related plugin.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_build_MakeHuman_from_source%3F&amp;diff=1295</id>
		<title>FAQ:How can I build MakeHuman from source?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_build_MakeHuman_from_source%3F&amp;diff=1295"/>
				<updated>2017-02-01T08:05:49Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't. Makehuman is a pure python application and does not need to be built.&lt;br /&gt;
&lt;br /&gt;
However, if you want to run makehuman directly from a source download, you will need to install some dependencies.&lt;br /&gt;
&lt;br /&gt;
Please see [[Documentation:Running_MakeHuman_from_source|Running MakeHuman from Source]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_create_a_thumbnail_file%3F&amp;diff=1293</id>
		<title>FAQ:How can I create a thumbnail file?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_create_a_thumbnail_file%3F&amp;diff=1293"/>
				<updated>2017-01-25T14:33:39Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: Created page with &amp;quot;Thumbnail files for assets, are PNG-files that are renamed from ''filename.png'' to ''filename.thumb''. The default resolution is 128x128, though another resolution should wor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thumbnail files for assets, are PNG-files that are renamed from ''filename.png'' to ''filename.thumb''. The default resolution is 128x128, though another resolution should work, too. Of course, the thumbnail file must be in the same folder as the asset and must be named equally to the asset (except the filename extension). The filenames are case sensitive ('''F'''ilename.thumb and '''f'''ilename.thumb will refer to different files and e.g. '''F'''ilename.thumb will not work with '''f'''ilename.mhclo).&lt;br /&gt;
You can use the built-in renderer of MakeHuman to create a thumbnail of your asset, set the resolution to 128x128 and save the image as PNG. Than use your preferred file manager to rename and move your newly created thumbnail file.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1292</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1292"/>
				<updated>2017-01-25T14:30:20Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ:What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is MakeHuman?]]&lt;br /&gt;
* [[FAQ:What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ:Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ:How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ:What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ:I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ:Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ:What is a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is a nightly build?]]&lt;br /&gt;
* [[FAQ:What is Open Source?]]&lt;br /&gt;
* [[FAQ:What is a target?]]&lt;br /&gt;
* [[FAQ:What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ:What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ:What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ:Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ:Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ:I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ:Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ:Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ:How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ:How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ:I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ:How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ:Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How can I create targets?]]&lt;br /&gt;
* [[FAQ:How can I create skin textures?]]&lt;br /&gt;
* [[FAQ:How can I create clothes?]]&lt;br /&gt;
* [[FAQ:How can I create hair?]]&lt;br /&gt;
* [[FAQ:How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ:How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ:How can I create poses?]]&lt;br /&gt;
* [[FAQ:How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ:I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ:I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ:How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ:How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ:I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ:I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ:I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ:I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ:I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ:I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ:I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:The publisher could not be verified]]&lt;br /&gt;
* [[FAQ:Norton Antivirus reports WS.Reputation.1 in the nightly build. What gives?]]&lt;br /&gt;
* [[FAQ:There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ:I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ:MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ:Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ:I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1291</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1291"/>
				<updated>2017-01-25T14:10:06Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ:What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is MakeHuman?]]&lt;br /&gt;
* [[FAQ:What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ:Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ:How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ:What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ:I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ:Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ:What is a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is a nightly build?]]&lt;br /&gt;
* [[FAQ:What is Open Source?]]&lt;br /&gt;
* [[FAQ:What is a target?]]&lt;br /&gt;
* [[FAQ:What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ:What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ:What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ:Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ:Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ:I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ:Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ:Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ:How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ:How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ:I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ:How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ:Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How can I create targets?]]&lt;br /&gt;
* [[FAQ:How can I create skin textures?]]&lt;br /&gt;
* [[FAQ:How can I create clothes?]]&lt;br /&gt;
* [[FAQ:How can I create hair?]]&lt;br /&gt;
* [[FAQ:How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ:How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ:How can I create poses?]]&lt;br /&gt;
* [[FAQ:How can I create a thumbnail?]]&lt;br /&gt;
* [[FAQ:I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ:I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ:How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ:How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ:I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ:I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ:I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ:I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ:I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ:I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ:I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:The publisher could not be verified]]&lt;br /&gt;
* [[FAQ:Norton Antivirus reports WS.Reputation.1 in the nightly build. What gives?]]&lt;br /&gt;
* [[FAQ:There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ:I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ:MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ:Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ:I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_do_I_make_and_upload_a_fashion_render%3F&amp;diff=1271</id>
		<title>FAQ:How do I make and upload a fashion render?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_do_I_make_and_upload_a_fashion_render%3F&amp;diff=1271"/>
				<updated>2016-12-11T21:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The short version ==&lt;br /&gt;
&lt;br /&gt;
Download the [http://www.jwp.se/files/LightRoom2.blend LightRoom2.blend] file. Import a toon with the assets you want to demo. Hit the render button. Go to &lt;br /&gt;
[http://www.makehumancommunity.org/fashion.html the fasion render list] and click &amp;quot;add&amp;quot;. Then follow the instructions.&lt;br /&gt;
&lt;br /&gt;
== The long version ==&lt;br /&gt;
&lt;br /&gt;
The intention with the fashion render is to give the user a completely honest idea about an asset, and to enable comparison of assets. Thus, you are very limited in what you are allowed to change in the scene. &lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
What you ''cannot'' do for the front/side/back renders:&lt;br /&gt;
&lt;br /&gt;
* You can't move light sources or change their intensity&lt;br /&gt;
* You can't move the camera or change it angle&lt;br /&gt;
* You can't edit the backdrop mesh&lt;br /&gt;
* You can't change the settings for sky backdrop or ambient occlusion&lt;br /&gt;
* You can't change the materials from how MHX2 made them look upon import (with the exception that you are allowed to manually add bump maps / normal maps if MHX2 failed to set them up correctly)&lt;br /&gt;
* You can't edit the meshes of the assets (with the exception that if two clothes pieces from different authors intersect each other, you are allowed to delete a few of the offending vertices)&lt;br /&gt;
&lt;br /&gt;
What you ''can'' do for the front/side/back renders:&lt;br /&gt;
&lt;br /&gt;
* You are allowed to use whatever toon shape you want&lt;br /&gt;
* You are allowed to use whatever pose you want (although for practical reasons, poses where the toon is lying down should probably be avoided)&lt;br /&gt;
* If you so desire, you can add a subdivision modifier both on the toon and on the assets&lt;br /&gt;
* Change the color of the backdrop (might be necessary if there is too little contrast between the clothes and the backgrount)&lt;br /&gt;
&lt;br /&gt;
When you upload your renders, there is a file slot called &amp;quot;touched-up render&amp;quot;. This follows the same rules for scene, lights and camera, but for this image:&lt;br /&gt;
&lt;br /&gt;
* You are allowed to do whatever you want with the materials&lt;br /&gt;
* You are allowed to do minor touch-up on the meshes&lt;br /&gt;
* You are allowed to use particle systems where you feel it is appropriate&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
Model the toon to your liking in MakeHuman, and equip it with the assets you want to demo. If there is a pose you would like to use, you might as well assign it too, otherwise you will need to pose the character inside blender later on. &lt;br /&gt;
&lt;br /&gt;
Upon export, use MHX2 unless you have strong reasons not to. Be sure to set &amp;quot;scale units&amp;quot; to &amp;quot;meter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Fashion_mhx2.png]]&lt;br /&gt;
&lt;br /&gt;
In blender, import the toon. It should appear in roughly the appropriate position. If not, move it so that it fits inside the box named &amp;quot;place_toon_inside_this_box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Fashion_blender_inside_box.png]]&lt;br /&gt;
&lt;br /&gt;
The file defaults to 2000 samples, GPU compute. If this is too heavy for your machines, adjust these settings, but please do not go below 500 samples.&lt;br /&gt;
&lt;br /&gt;
[[File:Fashion_blender_sampling.png]]&lt;br /&gt;
&lt;br /&gt;
Render the scene. Save image with an appropriate file name. If you want to do renders from the side and/or from the back, then rotate the toon, re-render and save. &lt;br /&gt;
&lt;br /&gt;
Optionally, if you want to make a touched-up version, edit the materials to your liking and re-render.&lt;br /&gt;
&lt;br /&gt;
With the files in place, go to [http://www.makehumancommunity.org/fashion.org the fasion render list] and click &amp;quot;add&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In the upload form, enter a title. This should be a very short description of what the render is about, for example &amp;quot;new gown&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
For each asset you have used in the image, list what slot it is in and what asset it is. The asset is selectable in the &amp;quot;item&amp;quot; drop down, which will display a list of asset names, sorted on name but split up by asset category (note that hair will appear as clothes). To add more rows to list assets in, click &amp;quot;add another item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You do not need to list items which came bundled with MakeHuman (these aren't available in the item drop down list anyway). &lt;br /&gt;
&lt;br /&gt;
[[File:Fashion_upload_1.png]]&lt;br /&gt;
&lt;br /&gt;
For each image you want to add, select it in the appropriate slot. It is probably best to click the &amp;quot;upload&amp;quot; button each time you selected an image, otherwise you might get a server error on the submit of the post. &lt;br /&gt;
&lt;br /&gt;
[[File:Fashion_upload_2.png]]&lt;br /&gt;
&lt;br /&gt;
If you so desire, you can add some comments about the renders. But these comments will only be visible of the full post is shown, not in the fashion render list.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Running_MakeHuman_from_source&amp;diff=1208</id>
		<title>Documentation:Running MakeHuman from source</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Running_MakeHuman_from_source&amp;diff=1208"/>
				<updated>2016-10-22T13:16:19Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are several reasons why you might want to run MakeHuman from a source snapshot from BitBucket rather than use one of the pre-built packages:&lt;br /&gt;
&lt;br /&gt;
* This makes it easy to update and get the latest features&lt;br /&gt;
* You get full access to all assets (in the builds the assets are only available in compiled archives)&lt;br /&gt;
* It's possible there is no functional pre-built package for your platform. &lt;br /&gt;
&lt;br /&gt;
In order to run from source, you need the following:&lt;br /&gt;
&lt;br /&gt;
* Get a source snapshot from BitBucket&lt;br /&gt;
* Install/setup a python environment with [http://www.python.org python 2.7] (python later than 2.7 will not work) and the following dependencies installed:&lt;br /&gt;
** [http://sourceforge.net/projects/numpy/files/NumPy/ NumPy]&lt;br /&gt;
** [http://pyopengl.sourceforge.net/ PyOpenGL]&lt;br /&gt;
** [http://www.riverbankcomputing.com/software/pyqt PyQT] (the required version is pyqt for qt4, qt5 is not supported)&lt;br /&gt;
* Run the script for downloading assets (this is described in a section at the bottom of the page, after the platform specific notes)&lt;br /&gt;
* (optionally) run the scripts for compiling assets&lt;br /&gt;
&lt;br /&gt;
== Getting the source from Bitbucket ==&lt;br /&gt;
&lt;br /&gt;
At this point in time it's recommended you run from the &amp;quot;stable&amp;quot; branch. If you're feeling adventurous, you can run &amp;quot;default&amp;quot;, but in more cases than not this will crash for you.&lt;br /&gt;
&lt;br /&gt;
The quickest way to get the source is to download is as a zip at https://bitbucket.org/MakeHuman/makehuman/get/stable.zip&lt;br /&gt;
&lt;br /&gt;
However, if you plan to update in the future, you will want to install a [https://www.mercurial-scm.org/ mercurial] client and check out a source clone. This looks different depending on platform.&lt;br /&gt;
&lt;br /&gt;
== Setting up the environment on Windows ==&lt;br /&gt;
&lt;br /&gt;
Setting up the environment on Windows is normally somewhat cumbersome. &lt;br /&gt;
&lt;br /&gt;
There is a tutorial video on how to do this, but the links in the video are outdated. Rather than downloading all the dependencies in a big zip file, you will need to download them &lt;br /&gt;
separately from the links above. However, in the video you can see what they should be named approximately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|3CCHGX-6Mtk}}&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' You ''must'' install the same architecture (32-bit or 64-bit) for all packages. While it's possible that you can find 64-bit packages for everything, it's probably easier to go for 32-bit packages even on a 64-bit system.&lt;br /&gt;
&lt;br /&gt;
There are several mercurial clients for windows, but one of the more popular ones is [http://tortoisehg.bitbucket.org/ TortoiseHG].&lt;br /&gt;
&lt;br /&gt;
== Setting up the environment on Linux ==&lt;br /&gt;
&lt;br /&gt;
Running from source on Linux is generally trivial since all the dependencies are available via the package management. &lt;br /&gt;
&lt;br /&gt;
For Ubuntu and Debian, there is [https://bitbucket.org/MakeHuman/makehuman/src/179e10c2b9440f73f6d154839e8720e1dccf39cd/buildscripts/deb/install_deb_dependencies.bash?at=stable&amp;amp;fileviewer=file-view-default a script] for installing all the required dependencies.&lt;br /&gt;
&lt;br /&gt;
If you are not using a debian derivate, you will need to figure out that the dependencies are called on your platform. You will probably want at least:&lt;br /&gt;
&lt;br /&gt;
* python 2.7&lt;br /&gt;
* python-numpy&lt;br /&gt;
* python-opengl &lt;br /&gt;
* qt4&lt;br /&gt;
* python-qt4 &lt;br /&gt;
* python-qt4-gl&lt;br /&gt;
&lt;br /&gt;
For example on ubuntu:&lt;br /&gt;
&lt;br /&gt;
  sudo apt-get install python-numpy python-opengl python-qt4 python-qt4-gl&lt;br /&gt;
&lt;br /&gt;
Usually it is not necessary to install python, since most Linux distributions have python preinstalled. Currently MakeHuman depends on python2.7 (a port to python3 has been started). In the future python2 might not be pre-installed anymore, so make sure python2 is on your system:&lt;br /&gt;
&lt;br /&gt;
  python2 --version&lt;br /&gt;
&lt;br /&gt;
The mercurial client is also available in most linux distributions. In ubuntu it's called &amp;quot;mercurial&amp;quot;. For example:&lt;br /&gt;
&lt;br /&gt;
  sudo apt-get install mercurial&lt;br /&gt;
&lt;br /&gt;
To get a source snapshot from bitbucket run:&lt;br /&gt;
&lt;br /&gt;
  hg clone https://bitbucket.org/MakeHuman/makehuman&lt;br /&gt;
  cd makehuman&lt;br /&gt;
  hg update -C stable&lt;br /&gt;
&lt;br /&gt;
== Setting up the environment on MacOSX ==&lt;br /&gt;
&lt;br /&gt;
(to be written)&lt;br /&gt;
&lt;br /&gt;
== Download and compilation scripts ==&lt;br /&gt;
&lt;br /&gt;
Once you have an environment with the dependencies installed, and a source snapshot, there are a few scripts that should normally be run. They are available in the &amp;quot;makehuman&amp;quot; directory and&lt;br /&gt;
should probably be run in this order:&lt;br /&gt;
&lt;br /&gt;
* download_assets.py (this is required, and will dowload all clothes etc)&lt;br /&gt;
* compile_targets.py (these three are optional but will make starting makehuman faster)&lt;br /&gt;
* compile_models.py&lt;br /&gt;
* compile_proxies.py&lt;br /&gt;
&lt;br /&gt;
== Starting makehuman ==&lt;br /&gt;
&lt;br /&gt;
With all the above, simply run the &amp;quot;makehuman.py&amp;quot; script either by double-clicking on it or by executing it from a console prompt.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1204</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1204"/>
				<updated>2016-10-21T16:46:46Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://download.tuxfamily.org/makehuman/releases/1.1.0/makehuman-community-1.1.0-cr1.paf.exe MakeHumanPortable] is a MakeHuman build for the [http://portableapps.com/ PortableApps] software collection on Windows®. Commonly portable applications are installed on a removable device, so they can be carried from Windows® system to another. Portable applications do not leave traces on the system they are running on. The applications can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman with some carefully chosen extensions and community plug-ins.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition of not leaving traces on the system, MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The MakeHuman user-folder will be created on first run. If you want to use proxy items created from another MakeHuman installation, these proxy items need to be copied to the user-folder of the portable application. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-license, too. However, assets downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly may have other licenses. Currently the possible licenses for community assets are either CC-BY or CC0.)&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install the Blender component for MHX2-import, MH BlenderTools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install these Blender plug-ins will still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/addons.html user preferences]. The plug-in installer described here will work with BlenderPortable only and not with standard Blender! Blender, until version 2.77a, came with a pre-installed, outdated MHX-importer. Do not use this outdated plug-in to import files created with the MHX2-exporter!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Some technical hints:'''&lt;br /&gt;
&lt;br /&gt;
*Applications from PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand-alone application without the PortableApps-platform.&lt;br /&gt;
&lt;br /&gt;
*Theoretically, programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
*MakeHumanPortable can be seen as a wrapper around the genuine MakeHuman Application, which is located at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows® build. So, if you want to add more plug-ins, they need be moved to the appropriate subdirectory in this location. (Attention: Adding new plug-ins could affect the CC0 exception of the MakeHuman license. [http://www.makehuman.org/license_explanation.php Click here for further information about the license]).&lt;br /&gt;
&lt;br /&gt;
*The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1203</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1203"/>
				<updated>2016-10-21T16:34:09Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://download.tuxfamily.org/makehuman/releases/1.1.0/makehuman-community-1.1.0-cr1.paf.exe MakeHumanPortable] is a MakeHuman build for the [http://portableapps.com/ PortableApps] software collection on Windows®. Commonly portable applications are installed on a removable device, so they can be carried from Windows® system to another. Portable applications do not leave traces on the system they are running on. The applications can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman with some carefully chosen extensions and community plug-ins.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition of not leaving traces on the system, MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The MakeHuman user-folder will be created on first run. If you want to use proxy items created from another MakeHuman installation, these proxy items need to be copied to the user-folder of the portable application. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-license, too. However, assets downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly may have other licenses. Currently the possible licenses for community assets are either CC-BY or CC0.)&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install the Blender component for MHX2-import, MH BlenderTools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install these Blender plug-ins will still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/addons.html user preferences]. The plug-in installer described here will work with BlenderPortable only and not with standard Blender! Blender, until version 2.77a, came with a pre-installed, outdated MHX-importer. Do not use this outdated plug-in to import files created with the MHX2-exporter!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand-alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically, programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MakeHumanPortable can be seen as a wrapper around the genuine MakeHuman Application, which is located at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows® build. So, if you want to add more plug-ins, they need be moved to the appropriate subdirectory in this location. (Attention: Adding new plug-ins could affect the CC0 exception of the MakeHuman license. [http://www.makehuman.org/license_explanation.php Click here for further information about the license]).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1202</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1202"/>
				<updated>2016-10-21T16:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://download.tuxfamily.org/makehuman/releases/1.1.0/ MakeHumanPortable] is a MakeHuman build for the [http://portableapps.com/ PortableApps] software collection on Windows®. Commonly portable applications are installed on a removable device, so they can be carried from Windows® system to another. Portable applications do not leave traces on the system they are running on. The applications can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman with some carefully chosen extensions and community plug-ins.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition of not leaving traces on the system, MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The MakeHuman user-folder will be created on first run. If you want to use proxy items created from another MakeHuman installation, these proxy items need to be copied to the user-folder of the portable application. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-license, too. However, assets downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly may have other licenses. Currently the possible licenses for community assets are either CC-BY or CC0.)&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install the Blender component for MHX2-import, MH BlenderTools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install these Blender plug-ins will still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/addons.html user preferences]. The plug-in installer described here will work with BlenderPortable only and not with standard Blender! Blender, until version 2.77a, came with a pre-installed, outdated MHX-importer. Do not use this outdated plug-in to import files created with the MHX2-exporter!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand-alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically, programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MakeHumanPortable can be seen as a wrapper around the genuine MakeHuman Application, which is located at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows® build. So, if you want to add more plug-ins, they need be moved to the appropriate subdirectory in this location. (Attention: Adding new plug-ins could affect the CC0 exception of the MakeHuman license. [http://www.makehuman.org/license_explanation.php Click here for further information about the license]).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1201</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1201"/>
				<updated>2016-10-21T16:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is a MakeHuman build for the [http://portableapps.com/ PortableApps] software collection on Windows®. Commonly portable applications are installed on a removable device, so they can be carried from Windows® system to another. Portable applications do not leave traces on the system they are running on. The applications can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman with some carefully chosen extensions and community plug-ins.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition of not leaving traces on the system, MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The MakeHuman user-folder will be created on first run. If you want to use proxy items created from another MakeHuman installation, these proxy items need to be copied to the user-folder of the portable application. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-license, too. However, assets downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly may have other licenses. Currently the possible licenses for community assets are either CC-BY or CC0.)&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install the Blender component for MHX2-import, MH BlenderTools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install these Blender plug-ins will still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/addons.html user preferences]. The plug-in installer described here will work with BlenderPortable only and not with standard Blender! Blender, until version 2.77a, came with a pre-installed, outdated MHX-importer. Do not use this outdated plug-in to import files created with the MHX2-exporter!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand-alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically, programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MakeHumanPortable can be seen as a wrapper around the genuine MakeHuman Application, which is located at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows® build. So, if you want to add more plug-ins, they need be moved to the appropriate subdirectory in this location. (Attention: Adding new plug-ins could affect the CC0 exception of the MakeHuman license. [http://www.makehuman.org/license_explanation.php Click here for further information about the license]).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1192</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1192"/>
				<updated>2016-09-30T12:06:04Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* General / unsorted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ:What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is MakeHuman?]]&lt;br /&gt;
* [[FAQ:What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ:Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ:How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ:What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ:I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ:Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is a nightly build?]]&lt;br /&gt;
* [[FAQ:What is Open Source?]]&lt;br /&gt;
* [[FAQ:What is a target?]]&lt;br /&gt;
* [[FAQ:What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ:What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ:What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ:Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ:Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ:I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ:Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ:Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ:How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ:How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ:I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ:How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ:Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How can I create targets?]]&lt;br /&gt;
* [[FAQ:How can I create skin textures?]]&lt;br /&gt;
* [[FAQ:How can I create clothes?]]&lt;br /&gt;
* [[FAQ:How can I create hair?]]&lt;br /&gt;
* [[FAQ:How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ:How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ:How can I create poses?]]&lt;br /&gt;
* [[FAQ:I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ:I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ:How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ:I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ:I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ:I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ:I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ:I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ:I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ:I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:The publisher could not be verified]]&lt;br /&gt;
* [[FAQ:Norton Antivirus reports WS.Reputation.1 in the nightly build. What gives?]]&lt;br /&gt;
* [[FAQ:There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ:I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ:MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ:Eyes are rendered completely white (or black) in blender]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1191</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1191"/>
				<updated>2016-09-29T19:34:55Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is an extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder will be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.)&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically, programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1190</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1190"/>
				<updated>2016-09-29T18:15:44Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is an extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder will be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically, programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1189</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1189"/>
				<updated>2016-09-29T18:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is an extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore, the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder will be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default output of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1188</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1188"/>
				<updated>2016-09-29T18:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is an extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder will be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the add-on tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with either Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default ouput of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1187</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1187"/>
				<updated>2016-09-29T18:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is an extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder will be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the addon tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with eiter Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default ouput of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1186</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1186"/>
				<updated>2016-09-29T17:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is a extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder will be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the addon tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with eiter Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default ouput of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1185</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1185"/>
				<updated>2016-09-29T17:58:10Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is a extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder we be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the addon tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with eiter Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default ouput of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&amp;lt;br /&amp;gt;&lt;br /&gt;
PortableApps can be seen as a wrapper around the genuine Application, which can be found at X:\PortableApps\MakeHumanPortable\App\makehuman. Here is placed the common Windows build. So, if you want to add more plug-ins, they will be moved to the appropriate folder here. (Attention: this will affect the MakeHuman license!).&amp;lt;br /&amp;gt;&lt;br /&gt;
The behaviour of MakeHumanPortable.exe is controlled by MakeHumanPortable.ini in the folder ...\App\AppInfo\Launcher\, e.g. it controls the location of the users data-folder (for changes in this file see the Documentation: http://portableapps.com/manuals/PortableApps.comLauncher/ref/launcher.ini/index.html#ref-launcher-ini)&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1184</id>
		<title>FAQ:What is MakeHumanPortable</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MakeHumanPortable&amp;diff=1184"/>
				<updated>2016-09-29T17:14:52Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: Created page with &amp;quot;MakeHumanPortable is a extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeHumanPortable is a extra package build for the [http://portableapps.com/ PortableApps] software collection. Commonly portable apps are installed on a removable device, so they can be carried from Windows system to another. Portable apps do not leave traces on the system they are running on. The apps can be managed with the [http://portableapps.com/download PortableApps menu]. Because MakeHumanPortable is currently hosted by MakeHuman itself on Tuxfamily automatic updating via the PortableApps menu will not work. Functionality and usage of MakeHumanPortable is the same as MakeHuman.&lt;br /&gt;
 &lt;br /&gt;
To comply with the condition not leaving traces on the system MakeHumanPortable will store users data such as created models or extra clothes in its own folder structure. Therefore the [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?|makehuman user-folder]] will be located at X:\PortableApps\MakeHuman\AppData (replace X: with the correct letter of your portable device). The makehuman user-folder we be created on first run. If you want to use stuff created from another MakeHuman installation, this stuff needs to be copied to the user-folder of the portable app. &lt;br /&gt;
&lt;br /&gt;
The currently distributed version of MakeHumanPortable (1.1.0-cr1) is a community release and an official build, which includes all plug-ins available for MakeHuman until 2016.09.29. Particularly the MHX2 plug-in is included. Models exported from this community build are still covered by the CC0-exception [http://www.makehuman.org/license_explanation.php (see license explanations)], even when exported with the MHX2-exporter plug-in. (Keep in mind: basic assets directly provided by MakeHuman applications are covered by the MakeHuman-licens, too. But this may not count for assets provided by the community either downloaded by the assets downloader plug-in or from the [http://www.makehumancommunity.org/content/user_contributed_assets.html community site] directly. Currently the possible licenses for those assets are CC-BY or CC0.&lt;br /&gt;
&lt;br /&gt;
If you are using BlenderPortable, too, you can use a [https://download.tuxfamily.org/makehuman/releases/1.1.0/MHPluginsBlenderPortable_1.1.0-cr1.paf.exe plug-in installer] to install MHX2-importer, blendertools (MakeClothes, MakeTarget, MakeWalk), and the community assets. After install the plug-ins still need to be activated within the addon tab of the [https://www.blender.org/manual/de/preferences/index.html user preferences]. The plug-in installer will work with BlenderPortable only! Until version 2.77a of Blender there is an outdated MHX-importer included. Do not use it with MHX2-exports!&amp;lt;br /&amp;gt;&lt;br /&gt;
When using MakeClothes with eiter Blender or BlenderPortable the Output Directory needs to be set to the local user-folder (see second chapter). To change the default ouput of MakeClothes, click on &amp;quot;Show Settings&amp;quot; within the MakeClothes-panel and change the string under &amp;quot;Output Directory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some technical hints: PortableApps do not need to be installed on a removable device, they can be installed to any local folder on the system, too. MakeHumanPortable can even be installed as stand alone application without the PortableApps-platform.&amp;lt;br /&amp;gt; &lt;br /&gt;
Theoretically programs provided by PortableApps can be run on Linux or OSX by using the [https://www.winehq.org/ Wine]/[https://www.codeweavers.com/ CrossOver] environment, though functionality is not guaranteed.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1183</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1183"/>
				<updated>2016-09-29T14:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: /* General / unsorted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ:MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ:What happened to the special assets genitalia?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is MakeHuman?]]&lt;br /&gt;
* [[FAQ:What is MakeHumanPortable]]&lt;br /&gt;
* [[FAQ:What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ:Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ:How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ:What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ:I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ:Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:What is a nightly build?]]&lt;br /&gt;
* [[FAQ:What is Open Source?]]&lt;br /&gt;
* [[FAQ:What is a target?]]&lt;br /&gt;
* [[FAQ:What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ:What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ:What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ:Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ:Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ:I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ:Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ:Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ:How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ:How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ:I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ:I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ:How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ:Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How can I create targets?]]&lt;br /&gt;
* [[FAQ:How can I create skin textures?]]&lt;br /&gt;
* [[FAQ:How can I create clothes?]]&lt;br /&gt;
* [[FAQ:How can I create hair?]]&lt;br /&gt;
* [[FAQ:How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ:How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ:How can I create poses?]]&lt;br /&gt;
* [[FAQ:I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ:I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ:How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ:How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ:I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ:I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ:I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ:I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ:I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ:I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ:I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ:The publisher could not be verified]]&lt;br /&gt;
* [[FAQ:Norton Antivirus reports WS.Reputation.1 in the nightly build. What gives?]]&lt;br /&gt;
* [[FAQ:There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ:I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ:MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ:Eyes are rendered completely white (or black) in blender]]&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Where_are_my_MakeHuman_files_found_(where_is_my_HOME_directory)%3F&amp;diff=1182</id>
		<title>FAQ:Where are my MakeHuman files found (where is my HOME directory)?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Where_are_my_MakeHuman_files_found_(where_is_my_HOME_directory)%3F&amp;diff=1182"/>
				<updated>2016-09-29T13:55:52Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Home folder location depends on where your operating system (Windows, Linux Osx, etc..)  stores documents, pictures, files, settings, preference, videos, and music by default.  Here is the basic guide:&lt;br /&gt;
&lt;br /&gt;
* Microsoft Windows NT:  &amp;lt;root&amp;gt;\WINNT\Profiles\&amp;lt;username&amp;gt;&lt;br /&gt;
* Microsoft Windows 2000, XP and 2003: &amp;lt;root&amp;gt;\Documents and Settings\&amp;lt;username&amp;gt;&lt;br /&gt;
* Microsoft Windows Vista, 7 and 8: &amp;lt;root&amp;gt;\Users\&amp;lt;username&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;root&amp;gt;/home/&amp;lt;username&amp;gt;&lt;br /&gt;
* Mac OSX: /Users/&amp;lt;username&amp;gt;&lt;br /&gt;
* MakeHumanPortable (all Windows versions): X:\PortableApps\MakeHumanPortable\AppDate (replace X: by the appropriate drive letter of your removable device)&lt;br /&gt;
&lt;br /&gt;
Within the Home directory you should find a folder called makehuman.  Starting with MakeHuman Alpha 8, the makehuman folder contains version specific subfolders for major releases.&lt;br /&gt;
&lt;br /&gt;
MakeHuman 1.0.X automatically stores data into the [HOME]/makehuman/v1/, using the following scheme:&lt;br /&gt;
&lt;br /&gt;
* linux: /home/USERNAME/makehuman/v1&lt;br /&gt;
* OSX: /Users/USERNAME/Documents/makehuman/v1&lt;br /&gt;
* win32: ROOT_LETTER:\Documents and settings\USERNAME\My Documents\makehuman\v1&lt;br /&gt;
&lt;br /&gt;
The [HOME]/makehuman/v1 folder will, in turn, have a series of subfolders separating  your personal MakeHuman files like saved models, saved exports, data (e.g., custom clothes, materials, and geometries), backgrounds, renders, screen grabs, etc.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
* On Windows systems, &amp;quot;My Documents&amp;quot; is subject to internationalization.&lt;br /&gt;
* On recent Windows versions  you can also use: ROOT_LETTER:/Users/USERNAME/Documents.&lt;br /&gt;
* ROOT_LETTER is often C:, but not necessarily.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:I_downloaded_a_third_party_model._How_do_I_install_it%3F&amp;diff=1177</id>
		<title>FAQ:I downloaded a third party model. How do I install it?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:I_downloaded_a_third_party_model._How_do_I_install_it%3F&amp;diff=1177"/>
				<updated>2016-08-30T13:32:08Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First figure out where your makehuman files are, see [[FAQ:Where are my MakeHuman files found (where is my HOME directory)?]]. Paths listed here are relative to that location.&lt;br /&gt;
&lt;br /&gt;
Models usually only consist of two files, of which one is optional: The model as such (*.mhm) and a thumbnail (*.thumb). These files should go into the &amp;quot;models&amp;quot; directory. &lt;br /&gt;
&lt;br /&gt;
Example paths to the models folder would be:&lt;br /&gt;
&lt;br /&gt;
* Windows: &amp;quot;Documents\makehuman\v1\models&amp;quot; on Windows Vista/7/8/10&amp;quot; or MY DOCUMENTS\makehuman\v1\models&amp;quot; on earlier Windows&lt;br /&gt;
* Linux: ~/makehuman/v1/models&lt;br /&gt;
&lt;br /&gt;
The thumbnail will be recreated the next time the model was loaded and saved again in MakeHuman.&lt;br /&gt;
&lt;br /&gt;
Though it is good practice to keep your files at one place, MakeHuman also lets you choose a different folder to load your models. Just click on the &amp;quot;...&amp;quot;-button left of the path. The dialog box just lets you choose a folder and does not show the files in it. Contained files of the newly selected folder will appear in the in the file chooser on the right. If the newly selected folder contains files in subfolders, these files will automatically be loaded by the file chooser, too. On restart, MakeHuman will remember the last folder selected for the load, save and export option.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_special_assets_genitalia%3F&amp;diff=1173</id>
		<title>FAQ:What happened to the special assets genitalia?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_happened_to_the_special_assets_genitalia%3F&amp;diff=1173"/>
				<updated>2016-08-30T12:14:24Z</updated>
		
		<summary type="html">&lt;p&gt;Aranuvir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The genitalia proxies have been removed from the official MakeHuman bundle and can now be found in the &amp;quot;User contributed assets&amp;quot; section. There is still genitalia functionality in the code, which is disabled by default without the appropriate proxies. The genitalia proxy can still be downloaded from the User contributed assets Page (http://www.makehumancommunity.org/proxies.html). To install the proxy please refer to [[FAQ:I downloaded a third party proxy. How do I install it?]]. There is also a add genitalia functionality in the unofficial MHX-2 plugin.&lt;/div&gt;</summary>
		<author><name>Aranuvir</name></author>	</entry>

	</feed>