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		<id>http://www.makehumancommunity.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fairytail</id>
		<title>MakeHuman Community Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.makehumancommunity.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fairytail"/>
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		<updated>2026-04-20T02:50:10Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_create_clothes%3F&amp;diff=520</id>
		<title>FAQ:How can I create clothes?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_create_clothes%3F&amp;diff=520"/>
				<updated>2015-09-04T17:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clothes are created with the MakeClothes tool, which is a part of the BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]].&lt;br /&gt;
&lt;br /&gt;
The documentation on MakeClothes is a bit outdated, but can (when it's ported) be found at [[Documentation:MHBlenderTools:MakeClothes]].&lt;br /&gt;
&lt;br /&gt;
For now, following the video tutorials at [[Video:Blender_tools]] will probably be the best bet to get up to speed.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:MakeClothes&amp;diff=501</id>
		<title>Documentation:MHBlenderTools:MakeClothes</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:MakeClothes&amp;diff=501"/>
				<updated>2015-08-29T14:37:15Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:0.5em;&amp;quot;|&lt;br /&gt;
'''Note:''' This document relates to MakeHuman version 1.1.0, currently only available as a nightly build.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
MakeClothes, as its name implies, is a Blender addon that is used to construct clothing assets for use in the MakeHuman program. Clothes can be modeled using any technique that is natural. For example, clothing can be modeled from scratch, or by altering either the human mesh or the “clothing helpers” (see below) provided by the MakeClothes tool. When designing and modeling a clothing item, there are two restrictions that should be kept in mind. First, the algorithm for mapping a clothing mesh to the human mesh requires that the clothing mesh consists entirely of quad faces. Second, it is important to know that MakeClothes supports only one material per item of clothing.&lt;br /&gt;
&lt;br /&gt;
Upon completing the MakeClothes workflow, a new folder will be created by the tool within your HOME/makehuman/v1/data/clothes. That folder will assume the unique name that the user provides for the clothing item. This folder will be populated with the assets necessary to make the item available in MakeHuman. The one additional, useful but not essential, item that the user must supply is a thumbnail icon for the clothing. The thumbnail icon can be created with any image editing program as a 128 x128 pixel image in .png format. The file should then be saved in the same folder as the other assets and the extension changed to .thumb.&lt;br /&gt;
&lt;br /&gt;
== Standard Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Using MakeClothes addon ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc01.png|left]] MakeClothes is controlled by the MakeClothes panel in the N-shelf to the right of the viewport. It consists of the main buttons that are always visible, and several hidden sections that can be displayed by enabling a checkbox.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc02.png|500px|right]] &lt;br /&gt;
&lt;br /&gt;
The main section contains the following:&lt;br /&gt;
* Type: Specifies the character to be used as a reference. It can be one of the following:&lt;br /&gt;
** Base Mesh: The MakeHuman mesh without any targets applied.&lt;br /&gt;
** Average Male: A caucasian young male.&lt;br /&gt;
** Average Female: A caucasian young female.&lt;br /&gt;
** Average Child: A caucasian young child.&lt;br /&gt;
** Average Baby: A caucasian young baby.&lt;br /&gt;
** Base Mesh with Helpers: The MakeHuman mesh without any targets applied.&lt;br /&gt;
** Average Male with Helpers: A caucasian young male.&lt;br /&gt;
** Average Female with Helpers: A caucasian young female.&lt;br /&gt;
** Average Childwith Helpers: A caucasian young child.&lt;br /&gt;
** Average Baby with Helpers: A caucasian young baby.&lt;br /&gt;
*Load Human mesh: the button to load the selected type into the scene.&lt;br /&gt;
&lt;br /&gt;
Note:&amp;quot;helpers&amp;quot; in MakeHuman are a type of special, invisible geometry over the base mesh which can be loaded to help model clothes, for example, a helper sweater, helper tights, etc. They have their own materials. It is important to note that no alterations should be made to the base mesh type after it is loaded otherwise the script will fail. The image (right) shows the result of pressing &amp;quot;Load Human Mesh&amp;quot;, with type set to Base Mesh.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc03.png|500px|right]] A human mesh is loaded into the viewport, and more tools are enabled:&lt;br /&gt;
&lt;br /&gt;
* Mesh Type: MakeClothes divides meshes into two types: human and clothing. This button displays the mesh type (Human/Clothing) of the active mesh and is greyed out if the active object is not a mesh. (MakeHuman normally detects the items accurately, but in the event of an error, you can click the button to change the mesh type so that it is treated as a clothing item instead of human if it is a clothing item and incorrectly detected).&lt;br /&gt;
* Create Vertex Groups From Selection: MakeClothes uses vertex groups to control the fitting.&lt;br /&gt;
* Make Clothes. This is the main entry point for the MakeClothes script. With one human and one piece of clothing selected, create an association between clothes vertices and human triangles, i.e. triplets of human vertices. Both meshes must have vertex groups with identical names, and each clothing vertex must belong to exactly one vertex group. The result of the association is saved in the file ObjectName/ObjectName.mhclo, in the default directory. This button is greyed out if the active object is not a mesh.&lt;br /&gt;
* Test Clothes. This buttons loads a piece of clothing (an .mhclo file) and fits it to the active mesh, which must be a human. Typically a second human is loaded on a different layer, and the quality of the clothes fitted to that character can immediately be checked in Blender. To test the clothes under the strictest conditions, the human model used for testing should be quite different from the human used for clothes-making. If the original character is an adult, Baby With Helpers is a good choice.&lt;br /&gt;
&lt;br /&gt;
If, instead, the Human With Helpers button is pressed, the full MakeHuman mesh including the helper geometry is loaded. Different materials are assigned to each type of helper geometry. The materials are ordered in the order of the vertex number. This makes it easy to peel off one helper type at a time.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glue clothes to the body ===&lt;br /&gt;
&lt;br /&gt;
The clothes are meshes that can be modelled directly in Blender, or in another package and then imported into Blender as an obj file. Note that the mesh type is Clothing, which is the default unless the mesh has been declared to be a human. A simple method to obtain a starting point modelling is to duplicate part of the human mesh and separate it from the human. However, in this case the duplicated mesh will still be a human. To change the mesh type, press the toggle button Human. The status is now changed into Clothing.&lt;br /&gt;
&lt;br /&gt;
After loading the human, the next step is to &amp;quot;glue&amp;quot; the clothes to the human, in order that they will automatically fit the body changes. To control this association, MakeClothes uses vertex groups. Each clothing vertex must belong to exactly one vertex group, and a vertex group with the same name must exist in the human mesh as well. Only human vertices in the correct vertex group will be considered when making clothes.&lt;br /&gt;
&lt;br /&gt;
Vertex groups speed up the clothes-making process by pruning the search tree, and can be used to control the appearance of clothes as well. However, assigning vertex groups can be quite tedious, and in many cases it is sufficient to let MakeClothes create vertex groups automatically. This is done automatically when a human mesh is loaded. If a clothing mesh does not have any vertex groups, it is also done automatically, when the MakeClothes button is pressed.&lt;br /&gt;
&lt;br /&gt;
=== Automatic vertex groups ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc04.png|500px|right]] If vertex groups need to be reassigned, for example because a piece of clothing has been edited, the automatic vertex groups can be used. When the human is selected, there is a button, visible in the image (above right), called &amp;quot;Create Vertex Groups From Selection&amp;quot;. Selecting a cloth, the button changes to &amp;quot;Create Vertex Groups&amp;quot;. Both the buttons do the same thing, but there is a little difference: in the human it is possible to generate the vertex groups only for a sub set of the vertices (selected in edit mode), while for clothing the vertex groups must include all vertices. This is because we need to associate only a part of the human vertices with all vertices of the clothing. For example, we need to associate all the vertices of a skirt with the human torso only.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:Btmc05.png|500px|right]] Pressing the button, the following vertex groups are created:&lt;br /&gt;
&lt;br /&gt;
* Mid: Vertices on or very close to the center line (|x| &amp;lt; 0:001).&lt;br /&gt;
* Left: Vertices to the left of the center line (x &amp;gt; 0:001). For a human the Mid vertices are also included in the Left group.&lt;br /&gt;
* Right. Vertices to the right of the center line (x z 0:001). For a human the Mid vertices are also included in the Right group.&lt;br /&gt;
* Delete: An empty group only created for humans. Human vertices hidden by the piece of clothing can be added to this groups. These vertices are then optionally deleted when the clothing is applied in MakeHuman, thus avoiding that blotches of skin poking through the clothes. Note that when a vertex is deleted, so are all faces containing this vertex. Don't assign a vertex to the Delete group unless all faces containing it are hidden by the pieces of clothing.&lt;br /&gt;
In the images (right), we can see the vertices assigned to the Mid and Left groups for a nude human.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generate the clothes file ===&lt;br /&gt;
&lt;br /&gt;
When both clothing and human has the vertex groups with same name, just press the MakeClothes button to generate the files.&lt;br /&gt;
They will be located in your HOME/makehuman/v1/data/clothes, in order to be inbcluded automatically in MakeHuman.&lt;br /&gt;
&lt;br /&gt;
== Advanced tools ==&lt;br /&gt;
&lt;br /&gt;
Under the main buttons of Makeclothes, there are seven hidden panels that can be activated clicking the checkbox. Let's see their meaning.&lt;br /&gt;
&lt;br /&gt;
=== Show selection, Show Materials, Show UV projection ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc06.png|right]]&lt;br /&gt;
&lt;br /&gt;
*Show selection. This feature is just a shortcut to quickly select some part of the human. So, instead of classic Blender selection (go to edit mode, move the mouse on a vertex and press Lkey to select the linked vertices), you can just press these buttons.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:Btmc07.png|right]]&lt;br /&gt;
* Show Materials. This shows a button to export the materials only. This is useful when there are no changes to the geometry, but only to the material, in order to avoid recalculating everything.&lt;br /&gt;
&lt;br /&gt;
* Show UV projection. This section is useful mainly for making proxy meshes.&lt;br /&gt;
** Recover seams. Creates a Seam object, which has edges where the selected mesh's UV layout has seams. The Seam object is intended to be a reference for marking seams for the clothing.&lt;br /&gt;
** Auto seams.&lt;br /&gt;
** Project UVs. Automatically create a UV layout for the clothing, compatible with the human's UV coordinates. This is intended for the mask UV layer, which must be compatible with the body mesh for all clothes. The actual texture can use a different UV layer which can be laid out in any desirable manner.&lt;br /&gt;
** Reexport Mhclo file.The mhclo file must be resaved when the mask UVs have been defined. This can be done by pressing Make clothes again, but Reexport Mhclo file is faster.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show ZDepth, Show Offset scaling ===&lt;br /&gt;
 &lt;br /&gt;
[[File:Btmc08.png|right]]&lt;br /&gt;
&lt;br /&gt;
* Show ZDepth. This option is used to assign a depth to the cloth, in order to hide skin and clothes which are covered by clothes on top of it. The Z depth specifies the stacking order, which decides which clothes should hide others. Normally the Z depth ranges between 0 (skin) and 100 (external accessories such as backpacks).&lt;br /&gt;
** Depth name. Roughly indicates the preferred Z depth for various clothes types. The choices are: Body, Underwear and Lingerie, Socks and Stockings, Shirt and Trousers, Sweater, Indoor Jacket, Shoes and Boots, Coat, Backpack.&lt;br /&gt;
** Set Z depth.Set the Z depth depending on the selected depth name.&lt;br /&gt;
** Z depth.The value of the Z depth. This is changed by the Set Z depth button, but can be set manually for fine-tuning.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc09.png|right]]&lt;br /&gt;
&lt;br /&gt;
* Show Offset scaling. The location of a clothing vertex depends on two data: a point on a body triangle, described in barycentric coordinates, and the offset from that point. The offset is scaled in the X, Y and Z directions depending on the size of a certain body part.&lt;br /&gt;
** Body Part. Set this to the body part which is most affected. The choices are: Custom, Body, Genital, Head, Torso, Arm, Hand, Leg, Foot.&lt;br /&gt;
** Examine Boundary. Select the boundary vertices with Set boundary is invoked.&lt;br /&gt;
** Set Boundary. Set the boundary to vertices determined by the selected body part.&lt;br /&gt;
** Custom Boundary. To manually set the bounday box.&lt;br /&gt;
** X1, X2, Y1, Y2, Z1, Z2. The vertex numbers of the six vertices which define the scaling boundary. The X scale is determined from the distance between vertices X1 and X2, the Y scale by Y1 and Y2, and the Z scale by Z1 and Z2.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show Settings, Show License ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc10.png|right]]&lt;br /&gt;
* Show Setting. The settings include the author name and the export path. It's possible to save and restore the settings. &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc11.png|right]]&lt;br /&gt;
* Show License.This set of options are to add the author name, the type of license and the tags for clothes. Licensing information to be put at the top of the exported mhclo file. It consists of three strings that can contain arbitary text.&lt;br /&gt;
** Author. Defaults to: Unknown.&lt;br /&gt;
** License. Defaults to: AGPL3&lt;br /&gt;
** HomePage. Defaults to: &amp;lt;NOWIKI&amp;gt;http://www.makehuman.org/ -- http://www.makehuman.org/&amp;lt;/NOWIKI&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:MakeClothes&amp;diff=500</id>
		<title>Documentation:MHBlenderTools:MakeClothes</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:MakeClothes&amp;diff=500"/>
				<updated>2015-08-29T14:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MHBlender Tools: MakeClothes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes, as its name implies, is a Blender addon that is used to construct clothing assets for use in the MakeHuman program. Clothes can be modeled using any technique that is natural. For example, clothing can be modeled from scratch, or by altering either the human mesh or the “clothing helpers” (see below) provided by the MakeClothes tool. When designing and modeling a clothing item, there are two restrictions that should be kept in mind. First, the algorithm for mapping a clothing mesh to the human mesh requires that the clothing mesh consists entirely of quad faces. Second, it is important to know that MakeClothes supports only one material per item of clothing.&lt;br /&gt;
&lt;br /&gt;
Upon completing the MakeClothes workflow, a new folder will be created by the tool within %USER%/makehuman/v1/data/clothes. That folder will assume the unique name that the user provides for the clothing item. This folder will be populated with the assets necessary to make the item available in MakeHuman. The one additional, useful but not essential, item that the user must supply is a thumbnail icon for the clothing. The thumbnail icon can be created with any image editing program as a 128 x128 pixel image in .png format. The file should then be saved in the same folder as the other assets and the extension changed to .thumb.&lt;br /&gt;
&lt;br /&gt;
== Standard Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Using MakeClothes addon ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc01.png|left]] MakeClothes is controlled by the MakeClothes panel in the N-shelf to the right of the viewport. It consists of the main buttons that are always visible, and several hidden sections that can be displayed by enabling a checkbox.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc02.png|500px|right]] &lt;br /&gt;
&lt;br /&gt;
The main section contains the following:&lt;br /&gt;
* Type: Specifies the character to be used as a reference. It can be one of the following:&lt;br /&gt;
** Base Mesh: The MakeHuman mesh without any targets applied.&lt;br /&gt;
** Average Male: A caucasian young male.&lt;br /&gt;
** Average Female: A caucasian young female.&lt;br /&gt;
** Average Child: A caucasian young child.&lt;br /&gt;
** Average Baby: A caucasian young baby.&lt;br /&gt;
** Base Mesh with Helpers: The MakeHuman mesh without any targets applied.&lt;br /&gt;
** Average Male with Helpers: A caucasian young male.&lt;br /&gt;
** Average Female with Helpers: A caucasian young female.&lt;br /&gt;
** Average Childwith Helpers: A caucasian young child.&lt;br /&gt;
** Average Baby with Helpers: A caucasian young baby.&lt;br /&gt;
*Load Human mesh: the button to load the selected type into the scene.&lt;br /&gt;
&lt;br /&gt;
Note:&amp;quot;helpers&amp;quot; in MakeHuman are a type of special, invisible geometry over the base mesh which can be loaded to help model clothes, for example, a helper sweater, helper tights, etc. They have their own materials. It is important to note that no alterations should be made to the base mesh type after it is loaded otherwise the script will fail. The image (right) shows the result of pressing &amp;quot;Load Human Mesh&amp;quot;, with type set to Base Mesh.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc03.png|500px|right]] A human mesh is loaded into the viewport, and more tools are enabled:&lt;br /&gt;
&lt;br /&gt;
* Mesh Type: MakeClothes divides meshes into two types: human and clothing. This button displays the mesh type (Human/Clothing) of the active mesh and is greyed out if the active object is not a mesh. (MakeHuman normally detects the items accurately, but in the event of an error, you can click the button to change the mesh type so that it is treated as a clothing item instead of human if it is a clothing item and incorrectly detected).&lt;br /&gt;
* Create Vertex Groups From Selection: MakeClothes uses vertex groups to control the fitting.&lt;br /&gt;
* Make Clothes. This is the main entry point for the MakeClothes script. With one human and one piece of clothing selected, create an association between clothes vertices and human triangles, i.e. triplets of human vertices. Both meshes must have vertex groups with identical names, and each clothing vertex must belong to exactly one vertex group. The result of the association is saved in the file ObjectName/ObjectName.mhclo, in the default directory. This button is greyed out if the active object is not a mesh.&lt;br /&gt;
* Test Clothes. This buttons loads a piece of clothing (an .mhclo file) and fits it to the active mesh, which must be a human. Typically a second human is loaded on a different layer, and the quality of the clothes fitted to that character can immediately be checked in Blender. To test the clothes under the strictest conditions, the human model used for testing should be quite different from the human used for clothes-making. If the original character is an adult, Baby With Helpers is a good choice.&lt;br /&gt;
&lt;br /&gt;
If, instead, the Human With Helpers button is pressed, the full MakeHuman mesh including the helper geometry is loaded. Different materials are assigned to each type of helper geometry. The materials are ordered in the order of the vertex number. This makes it easy to peel off one helper type at a time.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glue clothes to the body ===&lt;br /&gt;
&lt;br /&gt;
The clothes are meshes that can be modelled directly in Blender, or in another package and then imported into Blender as an obj file. Note that the mesh type is Clothing, which is the default unless the mesh has been declared to be a human. A simple method to obtain a starting point modelling is to duplicate part of the human mesh and separate it from the human. However, in this case the duplicated mesh will still be a human. To change the mesh type, press the toggle button Human. The status is now changed into Clothing.&lt;br /&gt;
&lt;br /&gt;
After loading the human, the next step is to &amp;quot;glue&amp;quot; the clothes to the human, in order that they will automatically fit the body changes. To control this association, MakeClothes uses vertex groups. Each clothing vertex must belong to exactly one vertex group, and a vertex group with the same name must exist in the human mesh as well. Only human vertices in the correct vertex group will be considered when making clothes.&lt;br /&gt;
&lt;br /&gt;
Vertex groups speed up the clothes-making process by pruning the search tree, and can be used to control the appearance of clothes as well. However, assigning vertex groups can be quite tedious, and in many cases it is sufficient to let MakeClothes create vertex groups automatically. This is done automatically when a human mesh is loaded. If a clothing mesh does not have any vertex groups, it is also done automatically, when the MakeClothes button is pressed.&lt;br /&gt;
&lt;br /&gt;
=== Automatic vertex groups ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc04.png|500px|right]] If vertex groups need to be reassigned, for example because a piece of clothing has been edited, the automatic vertex groups can be used. When the human is selected, there is a button, visible in the image (above right), called &amp;quot;Create Vertex Groups From Selection&amp;quot;. Selecting a cloth, the button changes to &amp;quot;Create Vertex Groups&amp;quot;. Both the buttons do the same thing, but there is a little difference: in the human it is possible to generate the vertex groups only for a sub set of the vertices (selected in edit mode), while for clothing the vertex groups must include all vertices. This is because we need to associate only a part of the human vertices with all vertices of the clothing. For example, we need to associate all the vertices of a skirt with the human torso only.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:Btmc05.png|500px|right]] Pressing the button, the following vertex groups are created:&lt;br /&gt;
&lt;br /&gt;
* Mid: Vertices on or very close to the center line (|x| &amp;lt; 0:001).&lt;br /&gt;
* Left: Vertices to the left of the center line (x &amp;gt; 0:001). For a human the Mid vertices are also included in the Left group.&lt;br /&gt;
* Right. Vertices to the right of the center line (x z 0:001). For a human the Mid vertices are also included in the Right group.&lt;br /&gt;
* Delete: An empty group only created for humans. Human vertices hidden by the piece of clothing can be added to this groups. These vertices are then optionally deleted when the clothing is applied in MakeHuman, thus avoiding that blotches of skin poking through the clothes. Note that when a vertex is deleted, so are all faces containing this vertex. Don't assign a vertex to the Delete group unless all faces containing it are hidden by the pieces of clothing.&lt;br /&gt;
In the images (right), we can see the vertices assigned to the Mid and Left groups for a nude human.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generate the clothes file ===&lt;br /&gt;
&lt;br /&gt;
When both clothing and human has the vertex groups with same name, just press the MakeClothes button to generate the files.&lt;br /&gt;
They will be located in your HOME/makehuman/v1/data/clothes, in order to be inbcluded automatically in MakeHuman.&lt;br /&gt;
&lt;br /&gt;
== Advanced tools ==&lt;br /&gt;
&lt;br /&gt;
Under the main buttons of Makeclothes, there are seven hidden panels that can be activated clicking the checkbox. Let's see their meaning.&lt;br /&gt;
&lt;br /&gt;
=== Show selection, Show Materials, Show UV projection ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc06.png|right]]&lt;br /&gt;
&lt;br /&gt;
*Show selection. This feature is just a shortcut to quickly select some part of the human. So, instead of classic Blender selection (go to edit mode, move the mouse on a vertex and press Lkey to select the linked vertices), you can just press these buttons.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:Btmc07.png|right]]&lt;br /&gt;
* Show Materials. This shows a button to export the materials only. This is useful when there are no changes to the geometry, but only to the material, in order to avoid recalculating everything.&lt;br /&gt;
&lt;br /&gt;
* Show UV projection. This section is useful mainly for making proxy meshes.&lt;br /&gt;
** Recover seams. Creates a Seam object, which has edges where the selected mesh's UV layout has seams. The Seam object is intended to be a reference for marking seams for the clothing.&lt;br /&gt;
** Auto seams.&lt;br /&gt;
** Project UVs. Automatically create a UV layout for the clothing, compatible with the human's UV coordinates. This is intended for the mask UV layer, which must be compatible with the body mesh for all clothes. The actual texture can use a different UV layer which can be laid out in any desirable manner.&lt;br /&gt;
** Reexport Mhclo file.The mhclo file must be resaved when the mask UVs have been defined. This can be done by pressing Make clothes again, but Reexport Mhclo file is faster.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show ZDepth, Show Offset scaling ===&lt;br /&gt;
 &lt;br /&gt;
[[File:Btmc08.png|right]]&lt;br /&gt;
&lt;br /&gt;
* Show ZDepth. This option is used to assign a depth to the cloth, in order to hide skin and clothes which are covered by clothes on top of it. The Z depth specifies the stacking order, which decides which clothes should hide others. Normally the Z depth ranges between 0 (skin) and 100 (external accessories such as backpacks).&lt;br /&gt;
** Depth name. Roughly indicates the preferred Z depth for various clothes types. The choices are: Body, Underwear and Lingerie, Socks and Stockings, Shirt and Trousers, Sweater, Indoor Jacket, Shoes and Boots, Coat, Backpack.&lt;br /&gt;
** Set Z depth.Set the Z depth depending on the selected depth name.&lt;br /&gt;
** Z depth.The value of the Z depth. This is changed by the Set Z depth button, but can be set manually for fine-tuning.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc09.png|right]]&lt;br /&gt;
&lt;br /&gt;
* Show Offset scaling. The location of a clothing vertex depends on two data: a point on a body triangle, described in barycentric coordinates, and the offset from that point. The offset is scaled in the X, Y and Z directions depending on the size of a certain body part.&lt;br /&gt;
** Body Part. Set this to the body part which is most affected. The choices are: Custom, Body, Genital, Head, Torso, Arm, Hand, Leg, Foot.&lt;br /&gt;
** Examine Boundary. Select the boundary vertices with Set boundary is invoked.&lt;br /&gt;
** Set Boundary. Set the boundary to vertices determined by the selected body part.&lt;br /&gt;
** Custom Boundary. To manually set the bounday box.&lt;br /&gt;
** X1, X2, Y1, Y2, Z1, Z2. The vertex numbers of the six vertices which define the scaling boundary. The X scale is determined from the distance between vertices X1 and X2, the Y scale by Y1 and Y2, and the Z scale by Z1 and Z2.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show Settings, Show License ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc10.png|right]]&lt;br /&gt;
* Show Setting. The settings include the author name and the export path. It's possible to save and restore the settings. &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc11.png|right]]&lt;br /&gt;
* Show License.This set of options are to add the author name, the type of license and the tags for clothes. Licensing information to be put at the top of the exported mhclo file. It consists of three strings that can contain arbitary text.&lt;br /&gt;
** Author. Defaults to: Unknown.&lt;br /&gt;
** License. Defaults to: AGPL3&lt;br /&gt;
** HomePage. Defaults to: &amp;lt;NOWIKI&amp;gt;http://www.makehuman.org/ -- http://www.makehuman.org/&amp;lt;/NOWIKI&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=499</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=499"/>
				<updated>2015-08-29T12:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Blender tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of the MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of the MakeClothes™ tool, to create custom clothes for MakeHuman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=498</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=498"/>
				<updated>2015-08-29T12:14:18Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
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* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
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* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
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| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
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* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:MakeClothes&amp;diff=497</id>
		<title>Documentation:MHBlenderTools:MakeClothes</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:MakeClothes&amp;diff=497"/>
				<updated>2015-08-29T12:12:05Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: Created page with &amp;quot;MakeClothes, as its name implies, is a Blender addon that is used to construct clothing assets for use in the MakeHuman program. Clothes can be modeled using any technique tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes, as its name implies, is a Blender addon that is used to construct clothing assets for use in the MakeHuman program. Clothes can be modeled using any technique that is natural. For example, clothing can be modeled from scratch, or by altering either the human mesh or the “clothing helpers” (see below) provided by the MakeClothes tool. When designing and modeling a clothing item, there are two restrictions that should be kept in mind. First, the algorithm for mapping a clothing mesh to the human mesh requires that theclothing mesh consists entirely of quad faces. Second, it is important to know that MakeClothes supports only one material per item of clothing.&lt;br /&gt;
&lt;br /&gt;
Upon completing the MakeClothes workflow, a new folder will be created by the tool within %USER%/makehuman/v1/data/clothes. That folder will assume the unique name that the user provides for the clothing item. This folder will be populated with the assets necessary to make the item available in MakeHuman. The one additional, useful but not essential, item that the user must supply is a thumbnail icon for the clothing. The thumbnail icon can be created with any image editing program as a 128 x128 pixel image in .png format. The file should then be saved in the same folder as the other assets and the extension changed to .thumb.&lt;br /&gt;
&lt;br /&gt;
== Standard Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Using MakeClothes addon ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc01.png|left]] MakeClothes is controlled by the MakeClothes panel in the N-shelf to the right of the viewport. It consists of the main buttons that are always visible, and several hidden sections that can be displayed by enabling a checkbox.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc02.png|right]] &lt;br /&gt;
&lt;br /&gt;
The main section contains the following:&lt;br /&gt;
* Type: Specifies the character to be used as a reference. It can be one of the following:&lt;br /&gt;
** Base Mesh: The MakeHuman mesh without any targets applied.&lt;br /&gt;
** Average Male: A caucasian young male.&lt;br /&gt;
** Average Female: A caucasian young female.&lt;br /&gt;
** Average Child: A caucasian young child.&lt;br /&gt;
** Average Baby: A caucasian young baby.&lt;br /&gt;
** Base Mesh with Helpers: The MakeHuman mesh without any targets applied.&lt;br /&gt;
** Average Male with Helpers: A caucasian young male.&lt;br /&gt;
** Average Female with Helpers: A caucasian young female.&lt;br /&gt;
** Average Childwith Helpers: A caucasian young child.&lt;br /&gt;
** Average Baby with Helpers: A caucasian young baby.&lt;br /&gt;
*Load Human mesh: the button to load the selected type into the scene.&lt;br /&gt;
&lt;br /&gt;
Note:&amp;quot;helpers&amp;quot; in MakeHuman are a type of special, invisible geometry over the base mesh which can be loaded to help model clothes, for example, a helper sweater, helper tights etc. They have their own materials. It is important to note that no alterations should be made to the base mesh type after it is loaded otherwise the script will fail. The picture left shows the result of pressing &amp;quot;Load Human Mesh&amp;quot;, with type set to Base Mesh.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc03.png|right]] A human mesh is loaded into the viewport, and more tools are enabled:&lt;br /&gt;
&lt;br /&gt;
* Mesh Type: MakeClothes divides meshes into two types: human and clothing. This button displays the mesh type (Human/Clothing) of the active mesh and is greyed out if the active object is not a mesh. (MakeHuman normally detects the items accurately, but in the event of an error, you can click the button to change the mesh type so that it is treated as a clothing item instead of human if it is a clothing item and wrongly detected as a human item)&lt;br /&gt;
* Create Vertex Groups From Selection: MakeClothes uses vertex groups to control the fitting.&lt;br /&gt;
* Make Clothes. This is the main entry point for the MakeClothes script. With one human and one piece of clothing selected, create an association between clothes vertices and human triangles, i.e. triplets of human vertices. Both meshes must have vertex groups with identical names, and each clothing vertex must belong to exactly one vertex group. The result of the association is saved in the file ObjectName/ObjectName.mhclo, in the default directory. This button is greyed out if the active object is not a mesh.&lt;br /&gt;
* Test Clothes. This buttons loads a piece of clothing (an .mhclo file) and fits it to the active mesh, which must be a human. Typically a second human is loaded on a different layer, and the quality of the clothes fitted to that character can immediately be checked in Blender. To test the clothes under the strictest conditions, the human model used for testing should be quite different from the human used for clothes-making. If the original character is an adult, Baby With Helpers is a good choice.&lt;br /&gt;
&lt;br /&gt;
If, instead, the Human With Helpers button is pressed, the full MakeHuman mesh including the helper geometry is loaded. Different materials are assigned to each type of helper geometry. The materials are ordered in the order of the vertex number. This makes it easy to peel off one helper type at a time.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Glue clothes to the body ===&lt;br /&gt;
&lt;br /&gt;
The clothes are meshes that be done directly in Blender, or in another package and then imported into Blender as an obj file. Note that the mesh type is Clothing, which is the default unless the mesh has been declared to be a human. A simple method to obtain a starting point modelling is to duplicate part of the human mesh and separate it from the human. However, in this case the duplicated mesh will still be a human. To change the mesh type, press the toggle button Human. The status is now changed into Clothing.&lt;br /&gt;
&lt;br /&gt;
After loading the human, next step is to &amp;quot;glue&amp;quot; the clothes to the human, in order that they will automatically fit the body changes. To control this association, MakeClothes uses vertex groups. Each clothing vertex must belong to exactly one vertex group, and a vertex group with thesame namemust exist in the human mesh as well. Only human vertices in the correct vertex group will be considered when making clothes.&lt;br /&gt;
&lt;br /&gt;
Vertex groups speed up the clothes-making process by pruning the search tree, and can be used to control the appearance of clothes as well. However, assigning vertex groups can be quite tedious, and in many cases it is sufficient let MakeClothes create vertex groups automatically. This is done automatically when a human mesh is loaded. If a clothing mesh does not have any vertex groups, it is also done automatically, when the MakeClothes button is pressed.&lt;br /&gt;
&lt;br /&gt;
=== Automatic vertex groups ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc04.png|right]] If vertex groups need to be reassigned, e.g. because a piece of clothing has been edited, the automatic vertex groups can be used. When the human is selected, there is a button, visible in the image above, called &amp;quot;Create Vertex Groups From Selection&amp;quot;. Selecting a cloth, the button change in &amp;quot;Create Vertex Groups&amp;quot;. Both the buttons do the same thing, but there is a little difference: in the human is possible to generate the vertex groups only for a sub set of the vertices (selected in edit mode), while for clothing the vertex groups must include all vertices. This is because we need to associate onlya partof the human vertices withallvertices of the clothing. For example, we need to associate all the vertices of a skirt with the human torso only.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:Btmc05.png|right]] Pressing the button, the following vertex groups are created:&lt;br /&gt;
&lt;br /&gt;
* Mid: Vertices on or very close to the center line (|x| &amp;lt; 0:001).&lt;br /&gt;
* Left: Vertices to the left of the center line (x &amp;gt; 0:001). For a human the Mid vertices are also included in the Left group.&lt;br /&gt;
* Right. Vertices to the right of the center line (x z 0:001). For a human the Mid vertices are also included in the Right group.&lt;br /&gt;
* Delete: An empty group only created for humans. Human vertices hidden by the piece of clothing can be added to this groups. These vertices are then optionally deleted when the clothing is applied in MakeHuman, thus avoiding that blotches of skin poking through the clothes. Note that when a vertex is deleted, so are all faces containing this vertex. Don't assign a vertex to the Delete group unless all faces containing it are hidden by the pieces of clothing.&lt;br /&gt;
In the images right, vertices assigned to the Mid and Left groups for a nude human.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generate the clothes file ===&lt;br /&gt;
&lt;br /&gt;
When both clothing and human has the vertex groups with same name, just press the MakeClothes button to generate the files.&lt;br /&gt;
They will be located in your HOME/makehuman/a8/data/clothes, in order to be inbcluded automatically in MakeHuman.&lt;br /&gt;
&lt;br /&gt;
== Advanced tools ==&lt;br /&gt;
&lt;br /&gt;
Under the main buttons of Makeclothes, there are seven hidden panels that can be activated clicking the checkbox. Let's see their meaning.&lt;br /&gt;
&lt;br /&gt;
=== Show selection, Show Materials, Show UV projection ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc06.png|right]]&lt;br /&gt;
&lt;br /&gt;
*Show selection. This feature is just a shortcut to quickly select some part of the human. So, instead of classic Blender selection (go in edit mode, move the mous on a vert and press Lkey to select the linked vertices), you can just press these buttons.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:Btmc07.png|right]]&lt;br /&gt;
* Show Materials. This will show a button to export the materials only. It's useful in case there are not changes on geometry, but only on the material, in order to avoid to recompute all.&lt;br /&gt;
&lt;br /&gt;
* Show UV projection.This section is useful mainly for making proxy meshes.&lt;br /&gt;
&lt;br /&gt;
* Recover seams. Creates a Seam object, which has edges where the selected mesh's UV layout has seams. The Seam object is intended to be reference for marking seams for the clothing.&lt;br /&gt;
&lt;br /&gt;
* Auto seams.&lt;br /&gt;
&lt;br /&gt;
* Project UVs. Automatically create an UV layout for the clothing, compatible with the human's UV coordinates. This is intended for the mask UV layer, which must be compatible with the body mesh for all clothes. The actual texture can use a different UV layer which can be laid out in any desirable manner.&lt;br /&gt;
&lt;br /&gt;
* Reexport Mhclo file.The mhclo file must be resaved when the mask UVs have been defined. This can be done by pressing Make clothes again, but Reexport Mhclo file is faster.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show ZDepth, Show Offset scaling ===&lt;br /&gt;
 &lt;br /&gt;
[[File:Btmc08.png|right]] Show ZDepth.&lt;br /&gt;
&lt;br /&gt;
This option is used to assign a depth to the cloth, in order to hide skin and clothes which are covered by clothes on top of it. The Z depth specifies the stacking order, which decides which clothes should hide others. Normally the Z depth ranges between 0 (skin) and 100 (external accessories such as backpacks).&lt;br /&gt;
* Depth name. Roughly indicates the preferred Z depth for various clothes types. The choices are: Body, Underwear and lingerie, Socks and stockings, Shirt and trousers, Sweater, Indoor jacket, Shoes and boots, Coat, Backpack.&lt;br /&gt;
* Set Z depth.Set the Z depth depending on the selected depth name.&lt;br /&gt;
* Z depth.The value of the Z depth. This is changed by the Set Z depth button, but can be dialledmanually for fine-tuning.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc09.png|right]] Show Offset scaling.&lt;br /&gt;
&lt;br /&gt;
The location of a clothing vertex depends on two data: a point on a body triangle, described in barycentric coordinates, and the offset from that point. The offset is scaled in the X, Y and Z directions depending on the size of a certain body part.&lt;br /&gt;
&lt;br /&gt;
* Body part.Set this to the body part which is most affected. The choices are: Custom, Body, Genital, Head, Torso, Arm, Hand, Leg, Foot.&lt;br /&gt;
&lt;br /&gt;
* Examine.Select the boundary vertices with Set boundary is invoked.&lt;br /&gt;
&lt;br /&gt;
* Set boundary.Set the boundary to vertices determined by the selected body part.&lt;br /&gt;
&lt;br /&gt;
* Custom Boundary.To manually set the bounday box.&lt;br /&gt;
&lt;br /&gt;
* X1, X2, Y1, Y2, Z1, Z2.The vertex numbers of the six vertices which define the scaling boundary. The X scale is determined from the distance between vertices X1 and X2, the Y scale by Y1 and Y2, and the Z scale by Z1 and Z2.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Show Setting, Show License ===&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc10.png|right]] Show Setting.The setting include the author name and the export path. It's possible to save and restore the settings. &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Btmc11.png|right]] Show License.This set of options are to add theauthor name, the type of license and the tags for clothes. Licensing information to be put at the top of the exported mhclo file. It consists of three strings that can contain arbitary text.&lt;br /&gt;
&lt;br /&gt;
* Author. Defaults to: Unknown.&lt;br /&gt;
&lt;br /&gt;
* License. Defaults to: AGPL3&lt;br /&gt;
&lt;br /&gt;
* HomePage. Defaults to: &amp;lt;NOWIKI&amp;gt;http://www.makehuman.org/ -- http://www.makehuman.org/&amp;lt;/NOWIKI&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc11.png&amp;diff=496</id>
		<title>File:Btmc11.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc11.png&amp;diff=496"/>
				<updated>2015-08-29T11:07:07Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Show License&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Show License&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc10.png&amp;diff=495</id>
		<title>File:Btmc10.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc10.png&amp;diff=495"/>
				<updated>2015-08-29T11:06:11Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Show Settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Show Settings&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc08.png&amp;diff=494</id>
		<title>File:Btmc08.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc08.png&amp;diff=494"/>
				<updated>2015-08-29T11:05:13Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Show Z-Depth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Show Z-Depth&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc09.png&amp;diff=493</id>
		<title>File:Btmc09.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc09.png&amp;diff=493"/>
				<updated>2015-08-29T11:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Show Offset Scaling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Show Offset Scaling&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc07.png&amp;diff=492</id>
		<title>File:Btmc07.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc07.png&amp;diff=492"/>
				<updated>2015-08-29T11:02:41Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Show Materials And UV Projection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Show Materials And UV Projection&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc06.png&amp;diff=491</id>
		<title>File:Btmc06.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc06.png&amp;diff=491"/>
				<updated>2015-08-29T11:01:29Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Show Selection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Show Selection&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc05.png&amp;diff=490</id>
		<title>File:Btmc05.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc05.png&amp;diff=490"/>
				<updated>2015-08-29T11:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Left Vertices Assigned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Left Vertices Assigned&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc04.png&amp;diff=489</id>
		<title>File:Btmc04.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc04.png&amp;diff=489"/>
				<updated>2015-08-29T10:59:36Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Mid Vertices Assigned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Mid Vertices Assigned&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc03.png&amp;diff=488</id>
		<title>File:Btmc03.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc03.png&amp;diff=488"/>
				<updated>2015-08-29T10:58:06Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Loaded Human Mesh With Helpers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Loaded Human Mesh With Helpers&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc02.png&amp;diff=487</id>
		<title>File:Btmc02.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc02.png&amp;diff=487"/>
				<updated>2015-08-29T10:56:53Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes Loaded Human Mesh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes Loaded Human Mesh&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Btmc01.png&amp;diff=486</id>
		<title>File:Btmc01.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Btmc01.png&amp;diff=486"/>
				<updated>2015-08-29T10:54:56Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MakeClothes v1.1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeClothes v1.1.0&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=485</id>
		<title>Documentation Talk:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=485"/>
				<updated>2015-08-29T09:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Use ==&lt;br /&gt;
&lt;br /&gt;
: Please see Help:Talk pages for how to edit talk pages. Robbaer has commented on his talk page that a common look and feel would make this wiki better. Should we use this talk page to discuss ideas for general editing policies?&lt;br /&gt;
&lt;br /&gt;
== Policy Discussion ==&lt;br /&gt;
&lt;br /&gt;
: Formatting pages - images on left, text on right, or vice versa.&lt;br /&gt;
: Oh, and I prefer to indent discussions from the start. &lt;br /&gt;
: Please sign talk page edits [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 23:00, 15 August 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
: I've tidied up the formatting. Please use &amp;lt;nowiki&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/nowiki&amp;gt; tags within lists to get a new line, otherwise the formatting breaks. Also, please be aware of spaces within tags, otherwise subpages will start with an underscore. [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 10:37, 29 August 2015 (CEST)&lt;br /&gt;
:: For a simple way to see the status of a section, i've taken joepal's formatting, and extended it, using a green color for completed sections (#E6EEE6), grey for in progress (#EEEEEE), and red for (#EEE6E6) for sections to be done. Begin a section with&amp;lt;pre&amp;gt;{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;|-style=&amp;quot;vertical-align:top;&amp;quot;| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&amp;lt;/pre&amp;gt; and close it with &amp;lt;pre&amp;gt;|}&amp;lt;/pre&amp;gt;[[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 11:38, 29 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=484</id>
		<title>Documentation Talk:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=484"/>
				<updated>2015-08-29T09:38:23Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Use ==&lt;br /&gt;
&lt;br /&gt;
: Please see Help:Talk pages for how to edit talk pages. Robbaer has commented on his talk page that a common look and feel would make this wiki better. Should we use this talk page to discuss ideas for general editing policies?&lt;br /&gt;
&lt;br /&gt;
== Policy Discussion ==&lt;br /&gt;
&lt;br /&gt;
: Formatting pages - images on left, text on right, or vice versa.&lt;br /&gt;
: Oh, and I prefer to indent discussions from the start. &lt;br /&gt;
: Please sign talk page edits [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 23:00, 15 August 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
: I've tidied up the formatting. Please use &amp;lt;nowiki&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/nowiki&amp;gt; tags within lists to get a new line, otherwise the formatting breaks. Also, please be aware of spaces within tags, otherwise subpages will start with an underscore. [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 10:37, 29 August 2015 (CEST)&lt;br /&gt;
:: For a simple way to see the status of a section, i've taken joepal's formatting, and extended it, using a green color for completed sections (#E6EEE6), grey for in progress (#EEEEEE), and red for (#EEE6E6) for sections to be done. Begin a section with&amp;lt;pre&amp;gt;{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;|-style=&amp;quot;vertical-align:top;&amp;quot;| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&amp;lt;/pre&amp;gt; and close it with &amp;lt;pre&amp;gt;|}&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=483</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=483"/>
				<updated>2015-08-29T09:20:27Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #EEE6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=482</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=482"/>
				<updated>2015-08-29T09:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=481</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=481"/>
				<updated>2015-08-29T09:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=480</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=480"/>
				<updated>2015-08-29T09:07:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Blender tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6EEE6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=479</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=479"/>
				<updated>2015-08-29T08:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Blender tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=478</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=478"/>
				<updated>2015-08-29T08:54:57Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=477</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=477"/>
				<updated>2015-08-29T08:53:27Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Blender tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=476</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=476"/>
				<updated>2015-08-29T08:52:35Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Unported stuff from Drupal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
|}&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
|}&lt;br /&gt;
==== Settings ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
|}&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
|}&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
|}&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
|}&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=475</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=475"/>
				<updated>2015-08-29T08:47:05Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
&lt;br /&gt;
==== Settings ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Documentation:MakeClothes:Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes:Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Documentation:MakeTarget:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Documentation:MakeWalk:The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race. &lt;br /&gt;
* [[ Documentation:MakeWalk:Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Documentation:MakeWalk:Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=474</id>
		<title>Documentation Talk:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=474"/>
				<updated>2015-08-29T08:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Use ==&lt;br /&gt;
&lt;br /&gt;
: Please see Help:Talk pages for how to edit talk pages. Robbaer has commented on his talk page that a common look and feel would make this wiki better. Should we use this talk page to discuss ideas for general editing policies?&lt;br /&gt;
&lt;br /&gt;
== Policy Discussion ==&lt;br /&gt;
&lt;br /&gt;
: Formatting pages - images on left, text on right, or vice versa.&lt;br /&gt;
: Oh, and I prefer to indent discussions from the start. &lt;br /&gt;
: Please sign talk page edits [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 23:00, 15 August 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
: I've tidied up the formatting. Please use &amp;lt;nowiki&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/nowiki&amp;gt; tags within lists to get a new line, otherwise the formatting breaks. Also, please be aware of spaces within tags, otherwise subpages will start with an underscore. [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 10:37, 29 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=473</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=473"/>
				<updated>2015-08-29T08:32:37Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Unported stuff from Drupal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]: &amp;lt;br /&amp;gt;How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]: &amp;lt;br /&amp;gt;The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]: &amp;lt;br /&amp;gt;Navigating the scene using the orbital camera.&lt;br /&gt;
* [[ Documentation:Load Save and Export|Load Save and Export  ]]: &amp;lt;br /&amp;gt;Describe file actions for MakeHuman&lt;br /&gt;
&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]: &amp;lt;br /&amp;gt;A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]: &amp;lt;br /&amp;gt;Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]: &amp;lt;br /&amp;gt;How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]: &amp;lt;br /&amp;gt;Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]: &amp;lt;br /&amp;gt;MakeHuman provides a smart alternative topologies library&lt;br /&gt;
&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]: &amp;lt;br /&amp;gt;This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]: &amp;lt;br /&amp;gt;How to set lights and how to see and save the rendering&lt;br /&gt;
&lt;br /&gt;
==== Settings ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:General|General ]]: &amp;lt;br /&amp;gt;How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]]: &amp;lt;br /&amp;gt;How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]: &amp;lt;br /&amp;gt;Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]: &amp;lt;br /&amp;gt;Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]: &amp;lt;br /&amp;gt;Management of Makehuman plugins&lt;br /&gt;
&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]: &amp;lt;br /&amp;gt;Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]: &amp;lt;br /&amp;gt;How to report bugs using the log files.&lt;br /&gt;
&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]: &amp;lt;br /&amp;gt;The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]: &amp;lt;br /&amp;gt;A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]: &amp;lt;br /&amp;gt;Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]: &amp;lt;br /&amp;gt;The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]: &amp;lt;br /&amp;gt;Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]: &amp;lt;br /&amp;gt;Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]: &amp;lt;br /&amp;gt;Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]: &amp;lt;br /&amp;gt;How to make a new plugin and use it in MakeHuman&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]: &amp;lt;br /&amp;gt;Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Docution:Tutorial MH1.0 alpha8:Tutorial MH1.0 alpha8 ]]&lt;br /&gt;
* [[ [Alpha8] Making diapers for a baby. ]]: &amp;lt;br /&amp;gt;A tutorial illustrating the MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes: Making a simple dress|MakeClothes: Making a simple dress ]]: &amp;lt;br /&amp;gt;The basic MakeClothes workflow.&lt;br /&gt;
* [[ DOcution:MakeClothes: Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]: &amp;lt;br /&amp;gt;The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Docution:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]: &amp;lt;br /&amp;gt;A practical example of custom target&lt;br /&gt;
* [[ Docution:MakeWalk: The making of Running feet|MakeWalk: The making of Running feet ]]: &amp;lt;br /&amp;gt;MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Docution:MakeWalk: Running feet scene 1|MakeWalk: Running feet scene 1 ]]: &amp;lt;br /&amp;gt;Making an extended run on a plane.&lt;br /&gt;
* [[ DOcution:MakeWalk: Running feet scene 2|MakeWalk: Running feet scene 2 ]]: &amp;lt;br /&amp;gt;High heels and slopes.&lt;br /&gt;
* [[ DOcution:MakeWalk: Running feet scene 3|MakeWalk: Running feet scene 3 ]]: &amp;lt;br /&amp;gt;The race.&lt;br /&gt;
* [[ Docution:MakeWalk: Running feet scene 4|MakeWalk: Running feet scene 4  ]]: &amp;lt;br /&amp;gt;Rough terrain.&lt;br /&gt;
* [[ Docution:MakeWalk: Automatic animation |MakeWalk: Automatic animation ]]: &amp;lt;br /&amp;gt;Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=472</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=472"/>
				<updated>2015-08-29T08:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Tools and contributing methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]&lt;br /&gt;
How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]&lt;br /&gt;
The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]&lt;br /&gt;
Navigating the scene using the orbital camera.&lt;br /&gt;
[[ Documentation:Load Save and Export|Load Save and Export  ]]&lt;br /&gt;
Describe file actions for MakeHuman&lt;br /&gt;
&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]&lt;br /&gt;
A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]&lt;br /&gt;
Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]&lt;br /&gt;
How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]&lt;br /&gt;
Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]&lt;br /&gt;
MakeHuman provides a smart alternative topologies library&lt;br /&gt;
&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]&lt;br /&gt;
This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]&lt;br /&gt;
How to set lights and how to see and save the rendering&lt;br /&gt;
&lt;br /&gt;
==== Settings ====&lt;br /&gt;
* [[ Documentation:General|General ]]&lt;br /&gt;
How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]] &lt;br /&gt;
How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]&lt;br /&gt;
Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]&lt;br /&gt;
Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]&lt;br /&gt;
Management of Makehuman plugins&lt;br /&gt;
&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]:&amp;lt;br /&amp;gt;Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]:&amp;lt;br /&amp;gt;MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ and the use of armatures. Explaining the meaning and use of source and target armature. &lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]:&amp;lt;br /&amp;gt;An introduction to the MakeWalk™ utilities panel: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]:&amp;lt;br /&amp;gt;An introduction to MakeWalk™ target rigging. This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]:&amp;lt;br /&amp;gt;MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX default rigging|MHBlenderTools: MHX default rigging ]]:&amp;lt;br /&amp;gt;If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]:&amp;lt;br /&amp;gt;The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]:&amp;lt;br /&amp;gt;The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]:&amp;lt;br /&amp;gt;Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]:&amp;lt;br /&amp;gt;MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]&lt;br /&gt;
Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]&lt;br /&gt;
How to report bugs using the log files.&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]&lt;br /&gt;
The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]&lt;br /&gt;
A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]&lt;br /&gt;
Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]&lt;br /&gt;
The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]&lt;br /&gt;
Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]&lt;br /&gt;
Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]&lt;br /&gt;
Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]&lt;br /&gt;
How to make a new plugin and use it in MakeHuman&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]&lt;br /&gt;
Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Docution:Tutorial MH1.0 alpha8:Tutorial MH1.0 alpha8 ]]&lt;br /&gt;
* [[ [Alpha8] Making diapers for a baby. ]]&lt;br /&gt;
A tutorial illustrating the MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes: Making a simple dress|MakeClothes: Making a simple dress ]]&lt;br /&gt;
The basic MakeClothes workflow.&lt;br /&gt;
* [[ DOcution:MakeClothes: Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]&lt;br /&gt;
The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Docution:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]&lt;br /&gt;
A practical example of custom target&lt;br /&gt;
* [[ Docution:MakeWalk: The making of Running feet|MakeWalk: The making of Running feet ]]&lt;br /&gt;
MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Docution:MakeWalk: Running feet scene 1|MakeWalk: Running feet scene 1 ]]&lt;br /&gt;
Making an extended run on a plane.&lt;br /&gt;
* [[ DOcution:MakeWalk: Running feet scene 2|MakeWalk: Running feet scene 2 ]]&lt;br /&gt;
High heels and slopes.&lt;br /&gt;
* [[ DOcution:MakeWalk: Running feet scene 3|MakeWalk: Running feet scene 3 ]]&lt;br /&gt;
The race.&lt;br /&gt;
* [[ Docution:MakeWalk: Running feet scene 4|MakeWalk: Running feet scene 4  ]]&lt;br /&gt;
Rough terrain.&lt;br /&gt;
* [[ Docution:MakeWalk: Automatic animation |MakeWalk: Automatic animation ]]&lt;br /&gt;
Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=471</id>
		<title>Documentation:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:Index&amp;diff=471"/>
				<updated>2015-08-29T07:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Blender tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are documentation fragments which have been ported. They may still miss some images&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:MakeHuman™ and its Purpose|MakeHuman™ and its Purpose  ]]: MakeHuman definition and vision.&lt;br /&gt;
* [[ Documentation:Short and Long Pipeline|Short and Long Pipeline ]]: The goal of Makehuman is to see it used in 2 different professional pipelines. &lt;br /&gt;
* [[ Documentation:Professional mesh topology|Professional mesh topology ]]: An overview of the professional topology provided by MakeHuman&lt;br /&gt;
* [[ Documentation:Legal|Legal ]]: The various licenses that apply to MakeHuman and External tools&lt;br /&gt;
&lt;br /&gt;
== General overview ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Defining human characteristics ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Rendering your work ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Blender tools ==&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]: How to download and install the addons for Blender&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeTarget|MHBlenderTools: MakeTarget ]]: Description of MakeTarget™ tool, to create custom morphings for MakeHuman.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeClothes|MHBlenderTools: MakeClothes ]]: Description of MakeClothes™ and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools:MakeWalk|MHBlenderTools: MakeWalk ]]: MakeWalk™ is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk GUI|MHBlenderTools: MakeWalk GUI ]]: An introduction to MakeWalk™ and its user interface.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Armatures|MHBlenderTools: MakeWalk Armatures ]]: An introduction to MakeWalk™ and the use of armatures.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Utilities|MHBlenderTools: MakeWalk Utilities ]]: An introduction to the MakeWalk™ utilities panel.&lt;br /&gt;
** [[ Documentation:MHBlenderTools:MakeWalk Retarget|MHBlenderTools: MakeWalk Retarget ]]: An introduction to MakeWalk™ target rigging.&lt;br /&gt;
&lt;br /&gt;
== Documentation for developers ==&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Documentation:Texture painting a skin in blender|Tutorial: Texture painting a skin in blender]]&lt;br /&gt;
&lt;br /&gt;
== Unported stuff from Drupal ==&lt;br /&gt;
&lt;br /&gt;
This is stuff which haven't been ported yet.&lt;br /&gt;
&lt;br /&gt;
[[Documentation:Big dump from drupal]]&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==== General overview ====&lt;br /&gt;
* [[ Documentation:Install MakeHuman™|Install MakeHuman™  ]]&lt;br /&gt;
How to install MH on Windows, Osx and Linux.&lt;br /&gt;
* [[ Documentation:The Interface and basic functions.|The Interface and basic functions. ]]&lt;br /&gt;
The MakeHuman GUI: Load, save, undo and redo, reset, view, symmetry, help.&lt;br /&gt;
* [[ Documentation:Zoom, pan and rotate using the orbital camera|Zoom, pan and rotate using the orbital camera ]]&lt;br /&gt;
Navigating the scene using the orbital camera.&lt;br /&gt;
[[ Documentation:Load Save and Export|Load Save and Export  ]]&lt;br /&gt;
Describe file actions for MakeHuman&lt;br /&gt;
&lt;br /&gt;
==== Define Human Characteristics ====&lt;br /&gt;
* [[ Documentation:Parametric Modelling|Parametric Modelling  ]]&lt;br /&gt;
A quick introduction to the parametric modelling and sliders usage.&lt;br /&gt;
* [[ Documentation:Using MakeHuman Hairstyles and Clothes|Using MakeHuman Hairstyles and Clothes  ]]&lt;br /&gt;
Hair in the MakeHuman Geometries group &lt;br /&gt;
* [[ Documentation:Skin and other materials|Skin and other materials ]]&lt;br /&gt;
How to change skin and materials for hair and clothes.&lt;br /&gt;
* [[ Documentation:Gender, Random, Measure and Custom|Gender, Random, Measure and Custom ]]&lt;br /&gt;
Special modifiers.&lt;br /&gt;
* [[ Documentation:Makehuman alternative topologies|Makehuman alternative topologies ]]&lt;br /&gt;
MakeHuman provides a smart alternative topologies library&lt;br /&gt;
&lt;br /&gt;
==== Rendering Your Work ====&lt;br /&gt;
* [[ Documentation:Quick rendering and advanced rendering|Quick rendering and advanced rendering ]]&lt;br /&gt;
This section explains how render the character in MakeHuman&lt;br /&gt;
* [[ Documentation:Scene and Viewer|Scene and Viewer ]]&lt;br /&gt;
How to set lights and how to see and save the rendering&lt;br /&gt;
&lt;br /&gt;
==== Settings ====&lt;br /&gt;
* [[ Documentation:General|General ]]&lt;br /&gt;
How to set the general preferences&lt;br /&gt;
* [[ Documentation:Background|Background ]] &lt;br /&gt;
How to use backgrounds for reference.&lt;br /&gt;
* [[ Documentation:Mouse|Mouse ]]&lt;br /&gt;
Explanation of mouse settings&lt;br /&gt;
* [[ Documentation:Shortcuts|Shortcuts ]]&lt;br /&gt;
Configuration of shortcuts in Makehuman &lt;br /&gt;
* [[ Documentation:Plugins|Plugins ]]&lt;br /&gt;
Management of Makehuman plugins&lt;br /&gt;
&lt;br /&gt;
==== Tools and contributing methods ====&lt;br /&gt;
&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeClothes|MHBlenderTools: MakeClothes ]]&lt;br /&gt;
Description of MakeClothes and its user interface.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeWalk basic workflow|MHBlenderTools: MakeWalk basic workflow ]]&lt;br /&gt;
MakeWalk is a Blender add-on for retargeting mocap data (.bvh files) to a given armature.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeWalk user interface|MHBlenderTools: MakeWalk user interface ]]&lt;br /&gt;
Description of the GUI integrated in Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeWalk armatures|MHBlenderTools: MakeWalk armatures ]]&lt;br /&gt;
Explain the meaning and use of source and target armature.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeWalk utilities|MHBlenderTools: MakeWalk utilities ]]&lt;br /&gt;
Utilities: save and restore the defaults, manage actions, t-pose, etc.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MakeWalk troubleshooting.|MHBlenderTools: MakeWalk troubleshooting. ]]&lt;br /&gt;
This document will describe common errors and corrective actions.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MHX importer basic usage.|MHBlenderTools: MHX importer basic usage. ]]&lt;br /&gt;
MHX (MakeHuman eXchange format) is a custom format used to transfer a rigged character from MakeHuman to Blender.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MHX default rigging|MHBlenderTools: MHX default rigging ]] &lt;br /&gt;
If pose/animate &amp;gt; skeleton is set to 'None' when the character is exported from MakeHuman in .mhx format, the character is equipped with the default MHX armature. This is a rather complex rig with quite a few features.&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MHX other rigging systems|MHBlenderTools: MHX other rigging systems ]]&lt;br /&gt;
The character can be rigged with alternatives and ligher armature or the rigify one (The rigging system for Blender developed by Nathan Vegdahl).&lt;br /&gt;
* [[ Documentation:MHBlenderTools: MHX Layers and masks|MHBlenderTools: MHX Layers and masks ]]&lt;br /&gt;
The mhx importer creates objects on the first four layers.&lt;br /&gt;
* [[ Documentation:MakeTarget standalone|MakeTarget standalone ]]&lt;br /&gt;
Converting files produced with the most common modelling software, without Blender.&lt;br /&gt;
* [[ Documentation:GUI languages and translations.|GUI languages and translations. ]]&lt;br /&gt;
MakeHuman support a variety of languages. It's very easy to add translations.&lt;br /&gt;
&lt;br /&gt;
==== Reporting a Bug ====&lt;br /&gt;
* [[ Documentation:Using the Makehuman bug tracker|Using the Makehuman bug tracker ]]&lt;br /&gt;
Introduction to the new Makehuman bug tracker&lt;br /&gt;
* [[ Documentation:Using the Makehuman log files for error reporting|Using the Makehuman log files for error reporting ]]&lt;br /&gt;
How to report bugs using the log files.&lt;br /&gt;
==== Developers' note ====&lt;br /&gt;
* [[ Documentation:Getting started|Getting started ]]&lt;br /&gt;
The best way to start your experiments with MakeHuman code is to clone our official repository and start to modify it.&lt;br /&gt;
* [[ Documentation:Development infrastructure|Development infrastructure ]]&lt;br /&gt;
A description of the MakeHuman development infrastructure.&lt;br /&gt;
* [[ Documentation:OpenGL Notes|OpenGL Notes ]]&lt;br /&gt;
Most of the 3D mesh handling functionality is delivered using OpenGL embedded within the C application code.&lt;br /&gt;
* [[ Documentation:Development organization|Development organization ]]&lt;br /&gt;
The organization of distributed development.&lt;br /&gt;
* [[ Documentation:Libraries and build procedures|Libraries and build procedures ]]&lt;br /&gt;
Describes the details of creating installable packages on major platforms&lt;br /&gt;
* [[ Documentation:Directory structure and core modules|Directory structure and core modules ]]&lt;br /&gt;
Summary of the MH API reference.&lt;br /&gt;
* [[ Documentation:File formats and extensions|File formats and extensions ]]&lt;br /&gt;
Describes the formats used internally for data and object storage. [CRUDE NOTES]&lt;br /&gt;
* [[ Documentation:Makehuman Plugin System|Makehuman Plugin System ]]&lt;br /&gt;
How to make a new plugin and use it in MakeHuman&lt;br /&gt;
==== Packager's notes ====&lt;br /&gt;
* [[ Documentation:Packaging RPM's for Suse/Fedora using Open Build Service (OBS)|Packaging RPM's for Suse/Fedora using Open Build Service (OBS) ]]&lt;br /&gt;
Packaging procedure and setup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{| cellspacing=&amp;quot;11&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:33%;background-color: #E6E6E6; padding:.5em;&amp;quot;|&lt;br /&gt;
* [[ Docution:Tutorial MH1.0 alpha8:Tutorial MH1.0 alpha8 ]]&lt;br /&gt;
* [[ [Alpha8] Making diapers for a baby. ]]&lt;br /&gt;
A tutorial illustrating the MakeClothes workflow.&lt;br /&gt;
* [[ Documentation:MakeClothes: Making a simple dress|MakeClothes: Making a simple dress ]]&lt;br /&gt;
The basic MakeClothes workflow.&lt;br /&gt;
* [[ DOcution:MakeClothes: Controlling the result with vertex groups|MakeClothes: Controlling the result with vertex groups ]]&lt;br /&gt;
The output of the clothes-making process depends on how vertex groups are assigned.&lt;br /&gt;
* [[ Docution:Creating a Custom Target with MakeTarget Standalone|Creating a Custom Target with MakeTarget Standalone ]]&lt;br /&gt;
A practical example of custom target&lt;br /&gt;
* [[ Docution:MakeWalk: The making of Running feet|MakeWalk: The making of Running feet ]]&lt;br /&gt;
MakeWalk tutorial, focusing on the Edit Action panel.&lt;br /&gt;
* [[ Docution:MakeWalk: Running feet scene 1|MakeWalk: Running feet scene 1 ]]&lt;br /&gt;
Making an extended run on a plane.&lt;br /&gt;
* [[ DOcution:MakeWalk: Running feet scene 2|MakeWalk: Running feet scene 2 ]]&lt;br /&gt;
High heels and slopes.&lt;br /&gt;
* [[ DOcution:MakeWalk: Running feet scene 3|MakeWalk: Running feet scene 3 ]]&lt;br /&gt;
The race.&lt;br /&gt;
* [[ Docution:MakeWalk: Running feet scene 4|MakeWalk: Running feet scene 4  ]]&lt;br /&gt;
Rough terrain.&lt;br /&gt;
* [[ Docution:MakeWalk: Automatic animation |MakeWalk: Automatic animation ]]&lt;br /&gt;
Tutorial on using the editing tools in MakeWalk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Author Notes:&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Please put all documentation nodes in namespace &amp;quot;Documentation&amp;quot;, like &amp;lt;nowiki&amp;gt;[[Documentation:Introduction to the interface|Introduction to the interface]]&amp;lt;/nowiki&amp;gt; (which would resolve as [[Documentation:Introduction to the interface|Introduction to the interface]])&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Moving_Assets_into_Blender&amp;diff=470</id>
		<title>Moving Assets into Blender</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Moving_Assets_into_Blender&amp;diff=470"/>
				<updated>2015-08-27T20:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Working with Skeletons in Blender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
We will use the file created in the “Illustrating the Export Process for Subsequent Import” section.&lt;br /&gt;
The MakeHuman export settings used when targeting Blender import should include setting the scale units to meters.  Blender is capable of importing either Collada (.dae) format or Autodesk FBX format files. The import results and handling are quite similar regardless of which you choose to use, and both will require similar fixes for transparent assets on the eyes, eyebrows, eyelashes, and hair.  Collada files are text based, and thus, are often quite large.  Makehuman assets with textures will be exported with those textures saved in a folder named &amp;quot;textures&amp;quot; in the same folder as the parent folder.  By default, on Windows If you move the collada file to a new computer or directory, you must move the &amp;quot;textures&amp;quot; folder to that same folder. By default the exported file will be found in ~/makehuman/v1/exports/ (where ~ is the user home directory).&lt;br /&gt;
&lt;br /&gt;
Blender can import only binary FBX files at present, so ideally, binary would be checked for MakeHuman FBX export.  &amp;lt;nowiki&amp;gt;[RWB Note: As of this writing there are still some issues with direct FBX binary export, but those are expected to be repaired going forward.  In the meantime, a viable workaround for those wanting to use FBX format is to export an ASCII FBX file, convert it with the Autodesk FBX converter, and import it into Blender]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Because of the ASCII --&amp;gt; binary issues that currently exist with the FBX format, we will describe moving assets from MakeHuman to Blender using collada (.dae) format. When exporting for subsequent import into blender, the best choice of export scales is usually meters.&lt;br /&gt;
&lt;br /&gt;
== Importing a MakeHuman Collada File ==&lt;br /&gt;
&lt;br /&gt;
The collada file is imported into Blender using the File | Import menu and choosing collada.  The default settings at the bottomof the left, T-tool panel will generally not need to be altered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once imported the file is likely to appear gray in the 3D viewport when in object mode and shading set to solid (Figure 1, left panel).  If shading is set to rendered with blender internal (BI) selected in the render drop down menu, the image will show the materials for many assets, but the eyes, eyebrows, eyelashes, and hair which contain transparent texture maps will not render properly.     &lt;br /&gt;
&lt;br /&gt;
 [[File:ImpExp52.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 1: Imported file as viewed in Blender 3D viepowt with Object mode and &amp;quot;solid&amp;quot; or &amp;quot;render&amp;quot; mode shading'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More often if we wish to select objects in the scene we will set the shading mode to 'texture' instead of 'render'.  By default the model will appear gray/white in texture mode by default.  To improve this, bring up the N-tool panel by typing N with the cursor located over the 3D viewport or by selecting View | Properties from the 3D menu.  On the toolbar, locate the shading panel and click on 'Multitexture' to change the setting to 'GLSL'.  The image should now show non-transparent materials properly (Figure 2). &lt;br /&gt;
&lt;br /&gt;
 [[File:ImpExp53.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 2'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In some cases, you might gain additional benefit in displaying materials for the eyes by going to the Object data tab (cube).  This is located on the far right properties panel. For each of the transparent assets (eyes, eyelashes, eyebrows, and hair) select the Display panel and check 'Draw all Edges' and 'Transparency' in the bottom row.  The benefit of this step for improving trasparent assets will depend on exactly how you imported the file, the lighting, and possibly other settings.  What you see in the viewport is close to what you will see if you choose Render | OpenGL Render from the Info editor at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp54.png]]&lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 3: Object data'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Render with Blender Internal Renderer ==&lt;br /&gt;
&lt;br /&gt;
The appearance of the MakeHuman model in the Blender Internal Renderer will depend on a number of things that will include transparency settings for materials, choice of lighting type, and shadow settings.  We will illustrate this by first changing the default point light to a hemi light.  Right click on the point lamp in the viewport and in the right properties panel select the lamp tab and choose hemi (Figure 4).&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp55a.png]]&lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 4'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make transparent objects (eyes, eyebrows, eyelashes, and hair) render properly in the Blender Internal render engine, we need to change some settings on the material tab of each object and the material tab of each object.  We will start with the material tab.  The two panels that require adjustment are the transparency and shadow panels. Start by selecting the material tab in the properties panel (figure 5).&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp55.png]]&lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 5'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Step 1.'''  Right click on one of the eyes in the 3D viewport to select them. In the transparency panel, set both the&lt;br /&gt;
alpha and specular sliders to 0 (Figure 6).  &lt;br /&gt;
&lt;br /&gt;
'''Step 2.'''  In the shadow panel, check 'Receive tranparent' (figure 7)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[File:ImpExp56.png]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[File:ImpExp57.png]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;'''Figure 6'''&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;'''Figure 7'''&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now go to the texture tab of the properties editor (checkered tab) and open the Influence panel (Figure 8). &lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp58.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 8: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Step 3.'''  On the influence panel check alpha (Figure 9).  Leave the value at its default of 1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp59.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 9: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After completing these three steps, the eyes should be transparent (Figure 10)&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp60.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 10: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeating steps 1-3, in turn, for the eyebrows, eyelashes and hair, respectively, should produce results similar to the panels of Figure 11. &lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp61.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 11: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When rendered with the Blender internal engine the image should look similar to the original human that was exported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp62.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 12: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adapting to Different Light Sources for Blender Internal ==&lt;br /&gt;
&lt;br /&gt;
If we now right click on the hemi lamp in the scene, and restore it back to the default point lamp type in the lamp properties panel, we are now faced with additional shadow problems. In this example, the point lamp is the single source of illumination.  Note that, depending where your point lamp is located, it may be necessary to turn up the point lamp intensity to produce a bright enough render. The hard shadows from this lamp produce unreal darkening shadows of the eyelashes and eyelids when rendered with Blender Internal engine. The look is unlikely to be usable for any real purpose (Figure 13)&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp63.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 13: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make the eyelashes, eyebrows, and hair appear realistic, it is necessary to let the skin base mesh receive shadows.  If you used collada to export and import into Blender, the skin name in the Outliner panel will end with '...-base.obj'.  Select the skin by either right clicking directly on the skin in the 3D viewport, or by clicking on the '...base.obj' name in the outliner panel.  In the properties editor, select the Materials tab and check 'Receive Transparency' in the shadow panel (Figure 14).  The eyebrows and eyelashes (and sometimes hair) will now appear realistic, albeit with hard shadows (Figure 15).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;[[File:ImpExp64.png]]&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;&amp;lt;center&amp;gt;[[File:ImpExp65.png]] &amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;'''Figure 14 '''&amp;lt;/center&amp;gt;  &amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt; &amp;lt;center&amp;gt;'''Figure 15: '''&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the hard shadows are inconsistent with the look you hoped for (Figure 15 and Figure 16, top), it is possibly to fix this.  For eyebrows, eyelashes, and hair you need to turn off cast on the shadow panel of the materials tab of the properties editor.  After doing this, the shadow effect will be similar to what we got with the hemi lamp and what the human originally looked like when exported from MakeHuman.&lt;br /&gt;
&lt;br /&gt;
[[File:ImpExp66.png]] &lt;br /&gt;
&amp;lt;center&amp;gt;'''Figure 16: '''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blender internal render engine is the default still with Blender 2.75a, but Blender Cycles has rapidly become the render engine of choice for advanced users.  We will consider next how to set up a basic node system for getting approximately the same look we had when inside MakeHuman.&lt;br /&gt;
&lt;br /&gt;
== Preparing for Render with Blender Cycles Renderer ==&lt;br /&gt;
&lt;br /&gt;
            ** TO BE WRITTEN **&lt;br /&gt;
&lt;br /&gt;
== Working with Skeletons in Blender ==&lt;br /&gt;
&lt;br /&gt;
At present, most MakeHuman skeletons import well into Blender.  To do animation based on Biovision Hierarchy (BVH) motion capture files, use the MakeHuman Blender tool [[Documentation:MHBlenderTools:_MakeWalk|MakeWalk]].  This tool is designed to import .BVH files from the Carnegie-Mellon collection (CMU-BVH) and the female files of the Ohio State University, [http://accad.osu.edu/research/mocap/mocap_data.htm Advanced Computing Center for Arts and Design collection (ACCAD-BVH)].  It is worth noting explicitly that the male ACCAD files use a BVH format that does not currently work well inside Blender with MakeWalk.&lt;br /&gt;
&lt;br /&gt;
== Installing the Unofficial MHX2 plugin for MakeHuman and Blender ==&lt;br /&gt;
&lt;br /&gt;
            ** TO BE WRITTEN **&lt;br /&gt;
&lt;br /&gt;
== Using the Unofficial MHX2 plugin for MakeHuman and Blender ==&lt;br /&gt;
&lt;br /&gt;
       ** TO BE WRITTEN **&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=469</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=469"/>
				<updated>2015-08-19T07:22:21Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Loading the Base Mesh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|left]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MakeTarget 1.31 ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png|left]] &lt;br /&gt;
&lt;br /&gt;
The three buttons now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png|left]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png|left]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They have been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png|left]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png|left]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png|left]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=468</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=468"/>
				<updated>2015-08-19T07:17:42Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Additional Fit Helper Buttons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png|left]] &lt;br /&gt;
&lt;br /&gt;
The three buttons now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png|left]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png|left]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They have been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png|left]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png|left]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png|left]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=467</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=467"/>
				<updated>2015-08-19T07:15:31Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Save Target Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png|left]] &lt;br /&gt;
&lt;br /&gt;
The three buttons now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png|left]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png|left]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They have been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png|left]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=466</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=466"/>
				<updated>2015-08-19T07:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Symmetry Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png|left]] &lt;br /&gt;
&lt;br /&gt;
The three buttons now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png|left]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png|left]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They have been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=465</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=465"/>
				<updated>2015-08-19T07:12:42Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Discard And Apply Target Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png|left]] &lt;br /&gt;
&lt;br /&gt;
The three buttons now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png|left]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They has been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=464</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=464"/>
				<updated>2015-08-19T07:11:44Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Load Target Section (After The First Target Is Loaded) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png|left]] &lt;br /&gt;
&lt;br /&gt;
The three buttons now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They has been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=463</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=463"/>
				<updated>2015-08-19T07:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* The MakeTarget™Version 1.09 Panel (After Loading A Target) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png|right]] At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png]] &lt;br /&gt;
&lt;br /&gt;
The three buttons that now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They has been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=407</id>
		<title>Documentation Talk:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:Index&amp;diff=407"/>
				<updated>2015-08-15T21:02:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: Should we use this talk page to discuss ideas for general editing policies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Use ==&lt;br /&gt;
&lt;br /&gt;
: Please see Help:Talk pages for how to edit talk pages. Robbaer has commented on his talk page that a common look and feel would make this wiki better. Should we use this talk page to discuss ideas for general editing policies?&lt;br /&gt;
&lt;br /&gt;
== Policy Discussion ==&lt;br /&gt;
&lt;br /&gt;
: Formatting pages - images on left, text on right, or vice versa.&lt;br /&gt;
: Oh, and I prefer to indent discussions from the start. &lt;br /&gt;
: Please sign talk page edits [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 23:00, 15 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=User_talk:Robbaer&amp;diff=406</id>
		<title>User talk:Robbaer</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=User_talk:Robbaer&amp;diff=406"/>
				<updated>2015-08-15T20:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Look And Feel ==&lt;br /&gt;
&lt;br /&gt;
: A common look and feel will make this a better Wiki!&lt;br /&gt;
&lt;br /&gt;
:: Hi Rob. I asked joepal on the forum if there was a policy page, and he said they hadn't got that far. May I suggest that we use the Documentation_Talk discussion page to coordinate the pages we're working on, and to discuss a common look and feel and create a style guide? I'll also post this to the forum. Please have a look at Help:Talk pages if you're unfamiliar with editing talk pages (I'm still learning as I go along) [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 22:40, 15 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:MHBlenderTools:_MakeTarget&amp;diff=405</id>
		<title>Documentation Talk:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation_Talk:MHBlenderTools:_MakeTarget&amp;diff=405"/>
				<updated>2015-08-15T20:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: Created page with &amp;quot;== Editing MHBlenderTools: MakeTarget ==  : This is a work in progress. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Editing MHBlenderTools: MakeTarget ==&lt;br /&gt;
&lt;br /&gt;
: This is a work in progress. [[User:Fairytail|Fairytail]] ([[User talk:Fairytail|talk]]) 22:24, 15 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=User:Fairytail&amp;diff=399</id>
		<title>User:Fairytail</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=User:Fairytail&amp;diff=399"/>
				<updated>2015-08-14T23:33:30Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: A short bio.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who am I? ==&lt;br /&gt;
&lt;br /&gt;
My name is Fairytail... Well, actually it isn't. It was supposed to be FaerieTail, but force of habit made me mistype it. That, and forums and the average wiki can't copy with CamelCase.&lt;br /&gt;
&lt;br /&gt;
== What am I? ==&lt;br /&gt;
&lt;br /&gt;
A pedant. Seriously annoying, thoroughly persistant, annoyingly serious, and persistantly thorough.&lt;br /&gt;
&lt;br /&gt;
== When am I? ==&lt;br /&gt;
&lt;br /&gt;
When am I going to go somewhere else and leave you all in peace? Heh.  &lt;br /&gt;
&lt;br /&gt;
== Where am I? ==&lt;br /&gt;
&lt;br /&gt;
More often than not, sitting in front of a computer screen.&lt;br /&gt;
&lt;br /&gt;
== Why am I? ==&lt;br /&gt;
&lt;br /&gt;
My driving passions are playing with software that doesn't do what I want it to do, messing with code I don't understand, fansubbing anime, scanlating manga, and listening to gothic death metal. I believe in using the right tool for the job (which is NEVER going to be perl or java or emacs or info), every program should have a man page, and that documentation exists primarily to prove the programmers wrong. I firmly believe in reading the manual, and manuals that can be read.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=377</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=377"/>
				<updated>2015-08-11T18:42:30Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page TL;DR, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png|left]] The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
  &lt;br /&gt;
MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Loading the Base Mesh ==&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-area.png|right]] While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131.png|left]] Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file.&lt;br /&gt;
&lt;br /&gt;
Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[File:helper_details.png|left]]&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget-base.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTarget_load.png|left]] &lt;br /&gt;
&lt;br /&gt;
After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
&lt;br /&gt;
After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage ==&lt;br /&gt;
&lt;br /&gt;
=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
&lt;br /&gt;
During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget131-panels.png]] &lt;br /&gt;
&lt;br /&gt;
At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image below beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
&lt;br /&gt;
 [[File:maketarget3.png]] &lt;br /&gt;
&lt;br /&gt;
=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetLoadSecondaryTarget.png]] &lt;br /&gt;
&lt;br /&gt;
The three buttons that now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
&lt;br /&gt;
=== Discard And Apply Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetDiscardAndApplyTarget.png]] &lt;br /&gt;
 &lt;br /&gt;
The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
&lt;br /&gt;
=== Symmetry Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetTargetSymmetryButtons.png]] &lt;br /&gt;
&lt;br /&gt;
The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They has been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
&lt;br /&gt;
=== Save Target Section ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSaveTargetSection.png]] &lt;br /&gt;
&lt;br /&gt;
Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
&lt;br /&gt;
=== Additional Fit Helper Buttons ===&lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
&lt;br /&gt;
 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
&lt;br /&gt;
When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=376</id>
		<title>Documentation:MHBlenderTools: MakeTarget</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Documentation:MHBlenderTools:_MakeTarget&amp;diff=376"/>
				<updated>2015-08-09T19:23:25Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: /* Advanced usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section describes the blender version of MakeTarget. There is also a standalone version of MakeTarget.&lt;br /&gt;
&lt;br /&gt;
For the information below to make sense and be useful, you will need to first install BlenderTools, see [[ Documentation:MHBlenderTools: Download and installation|MHBlenderTools: Download and installation ]]&lt;br /&gt;
&lt;br /&gt;
== Introductory video ==&lt;br /&gt;
&lt;br /&gt;
If you find this page TL;DR, this is a youtube video which might be useful:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X13k7H3dNHo}}&lt;br /&gt;
&lt;br /&gt;
== What is a Target?  The MakeHuman Morphing Process. ==&lt;br /&gt;
&lt;br /&gt;
The principle is simple. A target is a modifcation to a base mesh shape that does not alter the mesh itself but that stores information that permits the base mesh to be transformed into the target shape using ‘morphing’.  Targets are what allow the slider controls in MakeHuman™ to take a single base mesh for a character and morph the shape of that character based on a variety of different feature target files.  The many target files used by MakeHuman™ can alter a single human base form into characters with features as different as those distinguishing male from female to as subtle as varying the shape of a single earlobe.&lt;br /&gt;
&lt;br /&gt;
 [[File:Morph1.png]]&lt;br /&gt;
&lt;br /&gt;
A target contains the offsets by which vertices of the human base model (base.obj) deviate from the original to achieve a specific feature. eg. a long nose could be a target.  These targets can be combined and MakeHuman™ uses them by blending targets together and gradually applying them to the base mesh to create a nearly endless variety of human forms.  Below are examples of target blending obtained by choosing a target that defined the character as male and combining that target with the extreme settings for other targets that determned the muscle tone or weight of the character.&lt;br /&gt;
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MakeHuman™ handles morphing with a special file format, &amp;quot;.target&amp;quot;.&lt;br /&gt;
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== Loading the Base Mesh ==&lt;br /&gt;
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While it is possible to create targets using Blender without using the MakeTarget™ tool for Blender; that tool has many useful features that simplify the target creation process and will be explained by the help that follows.  Once the MakeTarget™ add-on has been enabled (see the previous &amp;quot;Get and Install MH Addons for Blender&amp;quot; section), a panel labelled MakeTarget™ version 1.xx appears in theBlender User Interface, to the right of the viewport. The visibility of the Blender User Interface can be toggled on and off with the N-key.&lt;br /&gt;
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 [[File:maketarget131-area.png]] &lt;br /&gt;
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The MakeTarget Version 1.31 Panel (Initial Settings)&lt;br /&gt;
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 [[File:maketarget131.png]]&lt;br /&gt;
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Prior to loading any targets, the initial the MakeTarget™ panel consists of three main buttons. The first two buttons load the base human mesh, respectively with and without the special fitting tools. The third button labeled &amp;quot;Set As Base&amp;quot; sets an existing mesh (that must be MakeHuman™compliant and derived from the A8_v74.obj file distributed with the MakeTarget™  release within the maketarget/data/ folder) as a human base mesh.  This third option is for users that have done editing of the base mesh in another 3D modelling program and that have saved or exported the model as a Wavefront .obj file&lt;br /&gt;
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 [[File:helper_details.png]]&lt;br /&gt;
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Loading the &amp;quot;Human + Fit Tools&amp;quot; will import the base human +mesh helpers(image below, B). The &amp;quot;helpers&amp;quot; are special geometries, used in MakeHuman™ as a reference to correctly fit clothes, hair and accessories.  These helpers can be annoying during the modelling of the character, so usually our artists first work on the pure body, loading the human only with the first button (image below, A), and then, in a successive step, they fit the helpers.&lt;br /&gt;
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 [[File:maketarget-base.png]]&lt;br /&gt;
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== Basic usage ==&lt;br /&gt;
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=== The MakeTarget™ Version 1.09 Panel (After Loading The Target Mesh) ===&lt;br /&gt;
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 [[File:MakeTarget_load.png]] &lt;br /&gt;
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After the mesh is loaded into the scene, the MakeTarget™panel layout will change, showing three new buttons that handle setting up the morphing targets. The first button creates a new empty target which will just be the original base mesh loaded in the previous step.&lt;br /&gt;
The second button loads the morphing from an existing target file. Do not attempt to load target files from the previous MakeHuman™versions, as these files are not compatible with the current base.&lt;br /&gt;
The third button creates a new target from an existing base mesh that is MakeHuman™compliant (derived from the A8_v74.obj file provided with the MakeTarget™release distribution), for example, a character modelled with an external tool (Maya, Max, C4D, etc..) and then saved or exported so that it can be imported into Blender as a wavefront obj file.  To correctly use the third button, it is necessary to first select the imported base, then the MakeHuman™ base, and then press the Load Target From Mesh button.  When the steps have been done correctly and that button is pressed the imported base will disappear and its transformations will be transferred onto the MakeHuman™ base.&lt;br /&gt;
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=== Editing The Target And The &amp;quot;Save Target As&amp;quot; Button ===&lt;br /&gt;
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After a new empty target is initialized or an existing one is loaded/imported, the MakeTarget™ panel layout will change again, offering a rich set of new options (image below). For the basic use of the MakeTarget™ tool you may ignore all of these options except for the &amp;quot;Save Target As&amp;quot; button.&lt;br /&gt;
To create a custom target, the artist has to alter the base mesh, which is done in the usual way within Blender.  First start edit mode, and then select one or more vertices, moving them to reshape the mesh.  You may use the full power of Blender to create your morphing target design.The only rule, in order to create a valid morphing target, is to never add or delete a vertex, face or edge. The topology must be absolutely preserved.After the modelling process is completed, the MakeHuman™morphing target can be saved by pressing the &amp;quot;Save Target As&amp;quot; button on the MakeTarget™panel.  By default this will save all of the offset deviations of every vertice from the base mesh into the target file.&lt;br /&gt;
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== Advanced usage ==&lt;br /&gt;
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=== The MakeTarget™Version 1.09 Panel (After Loading A Target) ===&lt;br /&gt;
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During the creation or the editing of a target, as mentioned previously, the MakeTarget™panel shows a new layout with a rich set of options. Depending on whether the mesh is loaded without the fit tools (image below, left) or with the fit tools (image below, right), the panel offers different options.&lt;br /&gt;
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 [[File:maketarget131-panels.png]] &lt;br /&gt;
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At the top of the panel there is a numeric slider that determines the amount of morphing to apply from the target. The maximum value is 1.0, which means that the target morphing is fully applied. A value of 0 will show the original base mesh without any target morphing.  The minimum value of the slider is -1.0.  Using negative values usually creates weird effects as a projected inverse of the target morph is applied, but these settings are useful to subtract unwanted morphing results when multiple targets are combined. The effect is shown in the image below beginning on the left with the full inverse of the morphing target, to the original base mesh in the middle, and finally to the fully applied morph target design on the right.&lt;br /&gt;
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 [[File:maketarget3.png]] &lt;br /&gt;
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=== Load Target Section (After The First Target Is Loaded) ===&lt;br /&gt;
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 [[File:MakeTargetLoadSecondaryTarget.png]] &lt;br /&gt;
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The three buttons that now in the &amp;quot;Load Target&amp;quot; section are used in exactly the same way as they were before any target was loaded, except that any targets that are now created or loaded with these buttons become a secondary target that can be applied to the previously loaded one.  These buttons are used to append one or more additional targets to the first target and combine them in various proportions.&lt;br /&gt;
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=== Discard And Apply Target Section ===&lt;br /&gt;
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 [[File:MakeTargetDiscardAndApplyTarget.png]] &lt;br /&gt;
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The first two buttons under the &amp;quot;Discard And Apply Target&amp;quot; section will either discard all of the targets (returning you to the original base mesh) or only the last target appended (which will either be the last secondary target applied or the primary target if no secondary targets have been applied).  The button &amp;quot;Apply targets&amp;quot; under the &amp;quot;Discard And Apply Target&amp;quot; section is used to join all targets into a single unique morphing target combination.&lt;br /&gt;
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=== Symmetry Section ===&lt;br /&gt;
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 [[File:MakeTargetTargetSymmetryButtons.png]] &lt;br /&gt;
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The two buttons in the &amp;quot;Symmetry&amp;quot; section are modelling tools, and are very useful.  They has been designed to produce very reliable target results. Using the symmetry buttons will cause the mesh to become symetrical on either side of the X axis, with the option to apply edits from the left side of the character to the right side (Left-&amp;gt;Right), or vice versa (Right-&amp;gt;Left).  Pressing these buttons will also align center vertices that have been unintentionally moved away from the center back to their center position.&lt;br /&gt;
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=== Save Target Section ===&lt;br /&gt;
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 [[File:MakeTargetSaveTargetSection.png]] &lt;br /&gt;
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Finally, press the &amp;quot;Save Target As&amp;quot; button to save the .target file once all secondary targets and edits have been completed.&lt;br /&gt;
The checkbox labeled &amp;quot;Selected verts only&amp;quot; is a very important option.  This option when checked will permit you to select a set of vertices in edit mode and then save only those vertices into the target file. Such targets are useful when you want the target to only morph the selected vertices and leave all other vertices completely unaffected by the morphing target.  For example, an artist could design a morphing target that is limited to the hands only, a single hand only, or to the head only, and save a target containing vertices that will only morph those body parts, while having no effect on other parts of the body that were not explicitly chosen by the artist.&lt;br /&gt;
The checkbox labeled &amp;quot;Active Target Only&amp;quot; will cause the &amp;quot;Save Target As&amp;quot; button to only save the last target only.  This option normally applies when one or more secondary targets have been added using the Load Target section after adding the initial target.&lt;br /&gt;
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=== Additional Fit Helper Buttons ===&lt;br /&gt;
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 [[File:MakeTargetFitTargetButton.png]] &lt;br /&gt;
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 [[File:MakeTargetSkirtEditingAffectOnly3.png]] &lt;br /&gt;
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When the fit helpers have been included as part of the target, the additional options of the MakeTarget™ panel shown in the images above appear.  These buttons are included to work with the helper objects.  When the helpers have been loaded, an additional button labeled &amp;quot;Fit Targets&amp;quot; is available under the Load Target section.  This button should be pressed after making alterations to the body that disconnect it from the helper objects, but prior to making modifications to those objects.  This button will refit the clothing to the body, and if pressed when the default All option under the &amp;quot;Affect Only: section is selected, all clothing helpers will be refitted to the body.  However, the refitting process will cause any modifications previously made to a refitted helper objects to be lost.  To limit the Fit Target button behavior to a single helper object, you should specify the object that you want to have refitted under the Affects Only section appearing at the bottom of the panel.  This will cause the refitting to only affect the chosen helper (for example the Hair), while leaving all other helper objects unaffected, preserving your edit modifications to those helpers (for example, the Tights and Skirt helpers will not be refitted and your modifications to those helpers will be preserved if the Hair Affects Only option is set).&lt;br /&gt;
The additional helper options also include buttons that improve the fit of the skirt specifically by snapping the skirt to the character's waist (&amp;quot;Snap Skirt Waist&amp;quot; button) or straightening the skirt (&amp;quot;Straighten Skirt&amp;quot; button).  It is recommended that you still select the Skirt as the Affects Only option prior to pressing either of these buttons.&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

	<entry>
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				<updated>2015-08-09T19:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MHBlenderTools: MakeTarget MakeTargetSkirtEditingAffectOnly3.png&lt;/p&gt;
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		<author><name>Fairytail</name></author>	</entry>

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				<updated>2015-08-09T19:21:19Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MHBlenderTools: MakeTarget MakeTargetFitTargetButton.png&lt;/p&gt;
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&lt;div&gt;MHBlenderTools: MakeTarget MakeTargetFitTargetButton.png&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

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				<updated>2015-08-09T19:19:55Z</updated>
		
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		<author><name>Fairytail</name></author>	</entry>

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				<updated>2015-08-09T19:18:26Z</updated>
		
		<summary type="html">&lt;p&gt;Fairytail: MHBlenderTools: MakeTarget MakeTargetTargetSymmetryButtons.png&lt;/p&gt;
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&lt;div&gt;MHBlenderTools: MakeTarget MakeTargetTargetSymmetryButtons.png&lt;/div&gt;</summary>
		<author><name>Fairytail</name></author>	</entry>

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