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		<id>http://www.makehumancommunity.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joepal</id>
		<title>MakeHuman Community Wiki - User contributions [en]</title>
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		<updated>2026-06-19T22:49:10Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.1</generator>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_the_same_code_as_the_nightly_build_from_source%3F&amp;diff=2119</id>
		<title>FAQ:How can I run the same code as the nightly build from source?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_the_same_code_as_the_nightly_build_from_source%3F&amp;diff=2119"/>
				<updated>2021-06-10T05:20:01Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that these instructions are for running the development code which resides on github. They are specifically ''not'' for running the old python 2 based code from bitbucket. &lt;br /&gt;
&lt;br /&gt;
To run the code you will in summary need:&lt;br /&gt;
&lt;br /&gt;
* Python 3 (any python version, including Anaconda, from 3.5.0 and upwards)&lt;br /&gt;
* PyQT5&lt;br /&gt;
* PyOpenGL&lt;br /&gt;
* numpy&lt;br /&gt;
&lt;br /&gt;
== Running from source on Linux ==&lt;br /&gt;
&lt;br /&gt;
These instructions are written for Ubuntu 20.04. Other systems might need a slightly adapted procedure.&lt;br /&gt;
&lt;br /&gt;
=== Installing dependencies ===&lt;br /&gt;
&lt;br /&gt;
All dependencies are available via apt:&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install python3 python3-opengl python3-pyqt5 python3-numpy git &lt;br /&gt;
&lt;br /&gt;
=== Getting the source ===&lt;br /&gt;
&lt;br /&gt;
As we fetch source code from several repos, let's make a subdir in our home to store everything:&lt;br /&gt;
&lt;br /&gt;
    cd ~&lt;br /&gt;
    mkdir makehuman-devel&lt;br /&gt;
    cd makehuman-devel&lt;br /&gt;
&lt;br /&gt;
Fetch all source directories. For now we'll use a fork of MHX2, but once we're sure our py3 port works we'll send a pull request back to Thomas:&lt;br /&gt;
&lt;br /&gt;
    git clone https://github.com/makehumancommunity/makehuman.git&lt;br /&gt;
    git clone https://github.com/makehumancommunity/community-plugins-mhapi.git&lt;br /&gt;
    git clone https://github.com/makehumancommunity/community-plugins-assetdownload.git&lt;br /&gt;
    git clone https://github.com/makehumancommunity/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
=== Link plugins ===&lt;br /&gt;
&lt;br /&gt;
We'll put symlinks in the plugin directory so that we can simply pull from the plugin repos and get the newest versions later on.&lt;br /&gt;
&lt;br /&gt;
    cd makehuman/makehuman/plugins&lt;br /&gt;
    ln -s ../../../community-plugins-mhapi/1_mhapi&lt;br /&gt;
    ln -s ../../../community-plugins-assetdownload/8_asset_downloader&lt;br /&gt;
    ln -s ../../../mhx2-makehuman-exchange/9_export_mhx2&lt;br /&gt;
&lt;br /&gt;
=== Download core assets ===&lt;br /&gt;
&lt;br /&gt;
Cd to the makehuman dir and run the download script&lt;br /&gt;
&lt;br /&gt;
    cd ..&lt;br /&gt;
    python3 download_assets_git.py&lt;br /&gt;
&lt;br /&gt;
You can also optionally run the compile*.py scripts to generate NPZ files, but this is strictly speaking not necessary&lt;br /&gt;
&lt;br /&gt;
=== Start makehuman ===&lt;br /&gt;
&lt;br /&gt;
To start MH be sure to use python3:&lt;br /&gt;
&lt;br /&gt;
    python3 makehuman.py&lt;br /&gt;
&lt;br /&gt;
If you get a crash or no toon is visible in the window, try:&lt;br /&gt;
&lt;br /&gt;
    python3 makehuman.py --noshaders&lt;br /&gt;
&lt;br /&gt;
== Running from source on windows ==&lt;br /&gt;
&lt;br /&gt;
These instructions should work independently of windows version. &lt;br /&gt;
&lt;br /&gt;
=== Installing dependencies ===&lt;br /&gt;
&lt;br /&gt;
The only thing you need to download manually is Python. Any python from version 3.6.0 and upwards should work, including versions such as Anaconda. &lt;br /&gt;
&lt;br /&gt;
You can get an official python here: https://www.python.org/downloads/&lt;br /&gt;
&lt;br /&gt;
It should not matter if you download 32 or 64 bit versions. &lt;br /&gt;
&lt;br /&gt;
When installing python, opt to add python to PATH. &lt;br /&gt;
&lt;br /&gt;
After having installed python, start a command prompt (left windows key + r, enter &amp;quot;cmd&amp;quot;), run the following commands to install the dependencies:&lt;br /&gt;
&lt;br /&gt;
    pip install numpy&lt;br /&gt;
    pip install pyopengl&lt;br /&gt;
    pip install pyqt5&lt;br /&gt;
&lt;br /&gt;
If it says it cannot find the command &amp;quot;pip&amp;quot;, you will have to specify the full path to it. This should be in the &amp;quot;scripts&amp;quot; dir where you installed python.&lt;br /&gt;
&lt;br /&gt;
=== Getting the source ===&lt;br /&gt;
&lt;br /&gt;
Quickest and easiest is to download a zip file of the repository, although you will most likely want to use git. &lt;br /&gt;
&lt;br /&gt;
You can find the zip file here: https://github.com/makehumancommunity/makehuman/archive/master.zip&lt;br /&gt;
&lt;br /&gt;
If you use git, the address to clone is https://github.com/makehumancommunity/makehuman.git&lt;br /&gt;
&lt;br /&gt;
Unzip / clone the source at an appropriate location. &lt;br /&gt;
&lt;br /&gt;
=== Download core assets ===&lt;br /&gt;
&lt;br /&gt;
Again start a command prompt, &amp;quot;cd&amp;quot; to the &amp;quot;makehuman&amp;quot; subdir of where you put the source, and run the download script&lt;br /&gt;
&lt;br /&gt;
    python download_assets_git.py&lt;br /&gt;
&lt;br /&gt;
It is normal that this script takes a (very) long time to finish, but all subsequent updates should be more or less immediate. &lt;br /&gt;
&lt;br /&gt;
The above command requires that git is installed with support for git LFS, see https://git-lfs.github.com/. It it's not possible to use git with lfs, you can instead run&lt;br /&gt;
&lt;br /&gt;
    python download_assets.py&lt;br /&gt;
&lt;br /&gt;
But this is deprecated and will currently fetch outdated assets.&lt;br /&gt;
&lt;br /&gt;
You can also optionally run the compile*.py scripts to generate NPZ files, but this is strictly speaking not necessary.&lt;br /&gt;
&lt;br /&gt;
=== Start makehuman ===&lt;br /&gt;
&lt;br /&gt;
To start MH:&lt;br /&gt;
&lt;br /&gt;
    python makehuman.py&lt;br /&gt;
&lt;br /&gt;
If you get a crash or no toon is visible in the window, try:&lt;br /&gt;
&lt;br /&gt;
    python makehuman.py --noshaders&lt;br /&gt;
&lt;br /&gt;
== Running from source on Mac ==&lt;br /&gt;
&lt;br /&gt;
To be written&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_the_same_code_as_the_nightly_build_from_source%3F&amp;diff=2118</id>
		<title>FAQ:How can I run the same code as the nightly build from source?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_run_the_same_code_as_the_nightly_build_from_source%3F&amp;diff=2118"/>
				<updated>2021-06-10T05:19:14Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that these instructions are for running the development code which resides on github. They are specifically ''not'' for running the old python 2 based code from bitbucket. &lt;br /&gt;
&lt;br /&gt;
To run the code you will in summary need:&lt;br /&gt;
&lt;br /&gt;
* Python 3 (any python version, including Anaconda, from 3.5.0 and upwards)&lt;br /&gt;
* PyQT5&lt;br /&gt;
* PyOpenGL&lt;br /&gt;
* numpy&lt;br /&gt;
&lt;br /&gt;
== Running from source on Linux ==&lt;br /&gt;
&lt;br /&gt;
These instructions are written for Ubuntu 16.04. Other systems might need a slightly adapted procedure.&lt;br /&gt;
&lt;br /&gt;
=== Installing dependencies ===&lt;br /&gt;
&lt;br /&gt;
All dependencies are available via apt:&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install python3 python3-opengl python3-pyqt5 python3-numpy git &lt;br /&gt;
&lt;br /&gt;
=== Getting the source ===&lt;br /&gt;
&lt;br /&gt;
As we fetch source code from several repos, let's make a subdir in our home to store everything:&lt;br /&gt;
&lt;br /&gt;
    cd ~&lt;br /&gt;
    mkdir makehuman-devel&lt;br /&gt;
    cd makehuman-devel&lt;br /&gt;
&lt;br /&gt;
Fetch all source directories. For now we'll use a fork of MHX2, but once we're sure our py3 port works we'll send a pull request back to Thomas:&lt;br /&gt;
&lt;br /&gt;
    git clone https://github.com/makehumancommunity/makehuman.git&lt;br /&gt;
    git clone https://github.com/makehumancommunity/community-plugins-mhapi.git&lt;br /&gt;
    git clone https://github.com/makehumancommunity/community-plugins-assetdownload.git&lt;br /&gt;
    git clone https://github.com/makehumancommunity/mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
=== Link plugins ===&lt;br /&gt;
&lt;br /&gt;
We'll put symlinks in the plugin directory so that we can simply pull from the plugin repos and get the newest versions later on.&lt;br /&gt;
&lt;br /&gt;
    cd makehuman/makehuman/plugins&lt;br /&gt;
    ln -s ../../../community-plugins-mhapi/1_mhapi&lt;br /&gt;
    ln -s ../../../community-plugins-assetdownload/8_asset_downloader&lt;br /&gt;
    ln -s ../../../mhx2-makehuman-exchange/9_export_mhx2&lt;br /&gt;
&lt;br /&gt;
=== Download core assets ===&lt;br /&gt;
&lt;br /&gt;
Cd to the makehuman dir and run the download script&lt;br /&gt;
&lt;br /&gt;
    cd ..&lt;br /&gt;
    python3 download_assets_git.py&lt;br /&gt;
&lt;br /&gt;
You can also optionally run the compile*.py scripts to generate NPZ files, but this is strictly speaking not necessary&lt;br /&gt;
&lt;br /&gt;
=== Start makehuman ===&lt;br /&gt;
&lt;br /&gt;
To start MH be sure to use python3:&lt;br /&gt;
&lt;br /&gt;
    python3 makehuman.py&lt;br /&gt;
&lt;br /&gt;
If you get a crash or no toon is visible in the window, try:&lt;br /&gt;
&lt;br /&gt;
    python3 makehuman.py --noshaders&lt;br /&gt;
&lt;br /&gt;
== Running from source on windows ==&lt;br /&gt;
&lt;br /&gt;
These instructions should work independently of windows version. &lt;br /&gt;
&lt;br /&gt;
=== Installing dependencies ===&lt;br /&gt;
&lt;br /&gt;
The only thing you need to download manually is Python. Any python from version 3.6.0 and upwards should work, including versions such as Anaconda. &lt;br /&gt;
&lt;br /&gt;
You can get an official python here: https://www.python.org/downloads/&lt;br /&gt;
&lt;br /&gt;
It should not matter if you download 32 or 64 bit versions. &lt;br /&gt;
&lt;br /&gt;
When installing python, opt to add python to PATH. &lt;br /&gt;
&lt;br /&gt;
After having installed python, start a command prompt (left windows key + r, enter &amp;quot;cmd&amp;quot;), run the following commands to install the dependencies:&lt;br /&gt;
&lt;br /&gt;
    pip install numpy&lt;br /&gt;
    pip install pyopengl&lt;br /&gt;
    pip install pyqt5&lt;br /&gt;
&lt;br /&gt;
If it says it cannot find the command &amp;quot;pip&amp;quot;, you will have to specify the full path to it. This should be in the &amp;quot;scripts&amp;quot; dir where you installed python.&lt;br /&gt;
&lt;br /&gt;
=== Getting the source ===&lt;br /&gt;
&lt;br /&gt;
Quickest and easiest is to download a zip file of the repository, although you will most likely want to use git. &lt;br /&gt;
&lt;br /&gt;
You can find the zip file here: https://github.com/makehumancommunity/makehuman/archive/master.zip&lt;br /&gt;
&lt;br /&gt;
If you use git, the address to clone is https://github.com/makehumancommunity/makehuman.git&lt;br /&gt;
&lt;br /&gt;
Unzip / clone the source at an appropriate location. &lt;br /&gt;
&lt;br /&gt;
=== Download core assets ===&lt;br /&gt;
&lt;br /&gt;
Again start a command prompt, &amp;quot;cd&amp;quot; to the &amp;quot;makehuman&amp;quot; subdir of where you put the source, and run the download script&lt;br /&gt;
&lt;br /&gt;
    python download_assets_git.py&lt;br /&gt;
&lt;br /&gt;
It is normal that this script takes a (very) long time to finish, but all subsequent updates should be more or less immediate. &lt;br /&gt;
&lt;br /&gt;
The above command requires that git is installed with support for git LFS, see https://git-lfs.github.com/. It it's not possible to use git with lfs, you can instead run&lt;br /&gt;
&lt;br /&gt;
    python download_assets.py&lt;br /&gt;
&lt;br /&gt;
But this is deprecated and will currently fetch outdated assets.&lt;br /&gt;
&lt;br /&gt;
You can also optionally run the compile*.py scripts to generate NPZ files, but this is strictly speaking not necessary.&lt;br /&gt;
&lt;br /&gt;
=== Start makehuman ===&lt;br /&gt;
&lt;br /&gt;
To start MH:&lt;br /&gt;
&lt;br /&gt;
    python makehuman.py&lt;br /&gt;
&lt;br /&gt;
If you get a crash or no toon is visible in the window, try:&lt;br /&gt;
&lt;br /&gt;
    python makehuman.py --noshaders&lt;br /&gt;
&lt;br /&gt;
== Running from source on Mac ==&lt;br /&gt;
&lt;br /&gt;
To be written&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_download_assets_for_MakeHuman%3F&amp;diff=2114</id>
		<title>FAQ:How can I download assets for MakeHuman?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:How_can_I_download_assets_for_MakeHuman%3F&amp;diff=2114"/>
				<updated>2021-05-19T05:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: Created page with &amp;quot;There are two main methods of downloading assets  == Using the asset downloader ==  This is the recommended method. However, this method only works for 1.2.0 and later. It wil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two main methods of downloading assets&lt;br /&gt;
&lt;br /&gt;
== Using the asset downloader ==&lt;br /&gt;
&lt;br /&gt;
This is the recommended method. However, this method only works for 1.2.0 and later. It will not work on 1.1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Asset_downloader.png]]&lt;br /&gt;
&lt;br /&gt;
In MakeHuman, go to the community -&amp;gt; download assets tab. The first time you open this tab you will be informed that you need to click the synchronize button to get information about which assets exist. Once having done so, you can search for assets, select them and download them with the download button. A downloaded asset will be immediately available once you switch to, for example, the clothes tab.&lt;br /&gt;
&lt;br /&gt;
== Downloading manually ==&lt;br /&gt;
&lt;br /&gt;
Before using this method, see [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;br /&gt;
&lt;br /&gt;
The basic procedure for how to download assets manually can be seen in [[FAQ: I downloaded third party clothes. How do I install them?]]&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Asset_downloader.png&amp;diff=2113</id>
		<title>File:Asset downloader.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Asset_downloader.png&amp;diff=2113"/>
				<updated>2021-05-19T05:31:07Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=2112</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=2112"/>
				<updated>2021-05-19T05:26:14Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Top questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What changed regarding the license in 2020?]]&lt;br /&gt;
* [[FAQ: MakeHuman does not start]]&lt;br /&gt;
* [[FAQ: The interface looks broken ]]&lt;br /&gt;
* [[FAQ: Scrolling does not work]]&lt;br /&gt;
* [[FAQ: I have a problem with makehuman. How do I report it?]]&lt;br /&gt;
* [[FAQ: Is there a mac build?]]&lt;br /&gt;
* [[FAQ: I didn't get any forum activation link]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;br /&gt;
* [[FAQ: MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ: What happened to the special assets genitalia?]]&lt;br /&gt;
* [[FAQ: How can I download assets for MakeHuman?]]&lt;br /&gt;
* [[FAQ: How can I use the asset downloader to download everything by everyone?]]&lt;br /&gt;
&lt;br /&gt;
== Makehuman and Blender ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is MPFB (MakeHuman Plugin For Blender)?]]&lt;br /&gt;
* [[FAQ: I get CONNECTION REFUSED in MPFB]]&lt;br /&gt;
* [[FAQ: How do I export assets from MakeHuman to Blender?]]&lt;br /&gt;
* [[FAQ: How do I install a plugin in Blender 2.80?]]&lt;br /&gt;
* [[FAQ: How do I upgrade a plugin in Blender 2.80?]]&lt;br /&gt;
* [[FAQ: What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ: Where can I get MHX2 for Blender 2.80]]&lt;br /&gt;
* [[FAQ: What happened to MakeWalk?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is MakeHuman?]]&lt;br /&gt;
* [[FAQ: What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ: Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ: How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ: What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ: I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ: Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ: What is a fashion render?]]&lt;br /&gt;
* [[FAQ: I have a business idea. Can I hire someone on the dev team to do consultancy work or development regarding MakeHuman?]]&lt;br /&gt;
* [[FAQ: Does &amp;quot;alpha&amp;quot; mean it is dangerous to use?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is Open Source?]]&lt;br /&gt;
* [[FAQ: What is a target?]]&lt;br /&gt;
* [[FAQ: What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ: What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Nightly builds ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is a nightly build?]]&lt;br /&gt;
* [[FAQ: Where are the nightly builds?]]&lt;br /&gt;
* [[FAQ: Will the nightly build work?]]&lt;br /&gt;
* [[FAQ: Can I use the stable version and the nightly build at the same time?]]&lt;br /&gt;
* [[FAQ: What's with the &amp;quot;makehuman-community-*&amp;quot; file name?]]&lt;br /&gt;
* [[FAQ: How can I run the same code as the nightly build from source?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ: What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ: Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ: Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ: I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ: Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ: Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ: How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ: How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ: I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party skin. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ: How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ: Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
* [[FAQ:What do I need to do when I use a CC-BY asset?]]&lt;br /&gt;
* [[FAQ: We at company X don't like AGPL and want another license]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How can I create targets?]]&lt;br /&gt;
* [[FAQ: How can I create skin textures?]]&lt;br /&gt;
* [[FAQ: How can I create clothes?]]&lt;br /&gt;
* [[FAQ: How can I create hair?]]&lt;br /&gt;
* [[FAQ: How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ: How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ: How can I create poses?]]&lt;br /&gt;
* [[FAQ: How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ: I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ: Can I export an asset from Blender and get it back into MakeHuman?]]&lt;br /&gt;
* [[FAQ: I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ: How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ: How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ: I want to extend MakeHuman functionality. Where should I start?]]&lt;br /&gt;
* [[FAQ: I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ: I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ: I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ: I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ: I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ: I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ: I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Rendering, materials and node setups ==&lt;br /&gt;
* [[FAQ: The eyes look flat and &amp;quot;dead&amp;quot; in blender]]&lt;br /&gt;
&lt;br /&gt;
== NSFW ==&lt;br /&gt;
* [[FAQ: What is the general policy towards NSFW content and discussions?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW imagery on the forums?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW content in the user contribution repos?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: The publisher could not be verified]]&lt;br /&gt;
* [[FAQ: My Antivirus tool blocks MakeHuman or Norton Antivirus reports WS.Reputation.1]]&lt;br /&gt;
* [[FAQ: There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ: I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ: MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ: Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_do_I_need_to_do_when_I_use_a_CC-BY_asset%3F&amp;diff=2078</id>
		<title>FAQ:What do I need to do when I use a CC-BY asset?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_do_I_need_to_do_when_I_use_a_CC-BY_asset%3F&amp;diff=2078"/>
				<updated>2021-04-16T13:50:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that the following is a practical summary of the CC-BY license. If you want to get into the details, you should start at https://creativecommons.org/licenses/by/4.0/ and then also read the full license text at https://creativecommons.org/licenses/by/4.0/legalcode. It is your responsibility to ensure you follow the terms of the license. MakeHuman is not in any way a part in the legal agreement between you and the author of the asset you use, so what is written below is merely an interpretation from a third part.  &lt;br /&gt;
&lt;br /&gt;
MakeHuman as such only includes CC0 assets. However, that only applies for content that was provided by MakeHuman as such. Specifically it does ''not'' apply to assets you downloaded separately from the user contributed asset respositories. &lt;br /&gt;
&lt;br /&gt;
In those repositories, you will find assets that come licensed in two forms: CC0 and CC-BY. &lt;br /&gt;
&lt;br /&gt;
If an asset is licensed CC0, you can use it in the same way as you use all other MakeHuman assets: you don't need to do anything in particular at all when using the asset. &lt;br /&gt;
&lt;br /&gt;
If an asset is licensed CC-BY however, you must live up to the obligations of that license. You are granted usage of the asset only under the premise that you ''tell end users of your work that you used the model in question, and who you got the model from''. &lt;br /&gt;
&lt;br /&gt;
It is also etiquette, but not legally required, to say ''where'' you downloaded the model. &lt;br /&gt;
&lt;br /&gt;
== Examples of how to live up to the CC-BY license ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Youtube'''&lt;br /&gt;
&lt;br /&gt;
When producing a video, it is etiquette to include info about the asset inside the video, for example in rolling credits at the end. If this is not possible to do, then as a last resort it is acceptable to include the information in the video description where you posted the video (for example in youtube's &amp;quot;description&amp;quot; field). Let's use one of Punkduck's assets (http://www.makehumancommunity.org/clothes/godkiller_sword_wonder_woman.html) as an example. A functional formulation would be:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This video uses the &amp;quot;God-killer Sword (Wonder Woman)&amp;quot; asset by Punkduck, shared under the terms of Creative Commons Attribution 4.0'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Closed-source game'''&lt;br /&gt;
&lt;br /&gt;
In applications and games, you will most likely have an &amp;quot;about&amp;quot; or &amp;quot;legal info&amp;quot; menu entry or popup box. This is an appropriate place for information about the usage of CC-BY assets. &lt;br /&gt;
&lt;br /&gt;
As a last resort, it would be acceptable to include information about the used assets in a bundled README.txt file. But then only if users are likely to find and read that file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rendered image'''&lt;br /&gt;
&lt;br /&gt;
If at all feasible, include info about the assets as stamped-on text in the image as such. Let's use Wolgade's demonstration of MindFront's bikini asset as an example:&lt;br /&gt;
&lt;br /&gt;
[[File:Included_ccby.jpg|250px|thumb|left|Image with CC-BY info included]]&amp;lt;BR clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it is not feasible to include the information in the image as such, it is acceptable to add the information in text alongside the image where you post it.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Can_I_sell_models_created_with_MakeHuman%3F&amp;diff=2077</id>
		<title>FAQ:Can I sell models created with MakeHuman?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Can_I_sell_models_created_with_MakeHuman%3F&amp;diff=2077"/>
				<updated>2021-04-16T13:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes.&lt;br /&gt;
&lt;br /&gt;
From the license section that applies to the exported models:&lt;br /&gt;
&lt;br /&gt;
  You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission.&lt;br /&gt;
&lt;br /&gt;
The exported models end up being licensed [https://creativecommons.org/publicdomain/zero/1.0/ CC0 (Creative Commons Zero)]. This is basically the most liberal license in the world, and for all practical purposes it places no restrictions on the licensee.&lt;br /&gt;
&lt;br /&gt;
The full license text is available at https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
== Other formulations of the same question ==&lt;br /&gt;
&lt;br /&gt;
As it has proven somewhat difficult for new users to understand that CC0 means you can do whatever you want with the export, here are some other formulations of the same question:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Can I use exported models in a closed-source game?'''&lt;br /&gt;
&lt;br /&gt;
Yes&lt;br /&gt;
&lt;br /&gt;
'''Can I use exported models in video productions?'''&lt;br /&gt;
&lt;br /&gt;
Yes&lt;br /&gt;
&lt;br /&gt;
'''Can I modify exported models?'''&lt;br /&gt;
&lt;br /&gt;
Yes&lt;br /&gt;
&lt;br /&gt;
'''Can I re-use and/or sell parts of the export, such as textures?'''&lt;br /&gt;
&lt;br /&gt;
Yes&lt;br /&gt;
&lt;br /&gt;
'''Do I have to say where I got the exported model from?'''&lt;br /&gt;
&lt;br /&gt;
No (but also read [[FAQ:What do I need to do when I use a CC-BY asset?]])&lt;br /&gt;
&lt;br /&gt;
'''Do I have to pay anything to use the exported model in a commercial setting?'''&lt;br /&gt;
&lt;br /&gt;
No&lt;br /&gt;
&lt;br /&gt;
'''Do I need a separate commercial license in order to use exported models in a commercial setting?'''&lt;br /&gt;
&lt;br /&gt;
No&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1965</id>
		<title>Releases:120mac</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1965"/>
				<updated>2020-12-27T15:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to user Eray Ocak, there is now a mac build available.&lt;br /&gt;
&lt;br /&gt;
Regarding features, this release is roughly equivalent to [[Releases:120|the official 1.2.0 build for windows and linux]]. The following are specific notes regarding the build for MacOS.&lt;br /&gt;
&lt;br /&gt;
The first issue you are likely to run into, is that you might get an error message saying the application cannot be scanned for malicious software. This is because it isn't signed with a commercial certificate (which we don't have since we're a volunteer project without much of a budget). To get around this, see https://thewiredshopper.com/apple-cannot-check-for-malicious-software-error/&lt;br /&gt;
&lt;br /&gt;
If there is something strange with this build, report this as an issue ticket at https://github.com/makehumancommunity/makehuman/issues. If it is not specific to OSX, see http://www.makehumancommunity.org/content/bugtracker.html for information on where to report bugs. &lt;br /&gt;
&lt;br /&gt;
The build can be downloaded from http://download.tuxfamily.org/makehuman/releases/makehuman-community-1.2.0-macos.zip&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1964</id>
		<title>Releases:120mac</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1964"/>
				<updated>2020-12-27T15:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to user Eray Ocak, there is now a mac build available.&lt;br /&gt;
&lt;br /&gt;
Regarding features, this release is roughly equivalent to [[Releases:120|the official 1.2.0 build for windows and linux]]. The following are specific notes regarding the build for MacOS.&lt;br /&gt;
&lt;br /&gt;
The first issue you are likely to run into, is that you might get an error message saying the application cannot be scanned for malicious software. This is because it isn't signed with a commercial certificate (which we don't have since we're a volunteer project without much of a budget). To get around this, see https://thewiredshopper.com/apple-cannot-check-for-malicious-software-error/&lt;br /&gt;
&lt;br /&gt;
The build can be downloaded from http://download.tuxfamily.org/makehuman/releases/makehuman-community-1.2.0-macos.zip&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1963</id>
		<title>Releases:120mac</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1963"/>
				<updated>2020-12-27T15:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks to user Eray Ocak, there is now a mac build available.&lt;br /&gt;
&lt;br /&gt;
Regarding features, this release is roughly equivalent to [[Releases:120|the official 1.2.0 build for windows and linux]]. The following are specific notes regarding the build for MacOS.&lt;br /&gt;
&lt;br /&gt;
The first issue you are likely to run into, is that you get an error message saying the application cannot be scanned for malicious software. This is because it isn't signed with a commercial certificate (which we don't have since we're a volunteer project without much of a budget). To get around this, see https://thewiredshopper.com/apple-cannot-check-for-malicious-software-error/&lt;br /&gt;
&lt;br /&gt;
The build can be downloaded from http://download.tuxfamily.org/makehuman/releases/makehuman-community-1.2.0-macos.zip&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Is_there_a_mac_build%3F&amp;diff=1962</id>
		<title>FAQ:Is there a mac build?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Is_there_a_mac_build%3F&amp;diff=1962"/>
				<updated>2020-12-27T15:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, see http://www.makehumancommunity.org/wiki/Releases:120mac&lt;br /&gt;
&lt;br /&gt;
There is also an old mac build for 1.1.1, available for download via the [http://www.makehumancommunity.org/content/downloads.html download page]. This should compatible with older releases of OSX. &lt;br /&gt;
&lt;br /&gt;
It is also possible run from source on mac (see instructions in https://github.com/makehumancommunity/makehuman/blob/master/README.md), through using largely the same approach as on Windows.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1961</id>
		<title>Releases:120mac</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120mac&amp;diff=1961"/>
				<updated>2020-12-27T15:16:49Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: Created page with &amp;quot;Regarding features, this release is roughly equivalent to the official 1.2.0 build for windows and linux. The following are specific notes regarding the build...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding features, this release is roughly equivalent to [[Releases:120|the official 1.2.0 build for windows and linux]]. The following are specific notes regarding the build for MacOS.&lt;br /&gt;
&lt;br /&gt;
The first issue you are likely to run into, is that you get an error message saying the application cannot be scanned for malicious software. This is because it isn't signed with a commercial certificate (which we don't have since we're a volunteer project without much of a budget). To get around this, see https://thewiredshopper.com/apple-cannot-check-for-malicious-software-error/&lt;br /&gt;
&lt;br /&gt;
The build can be downloaded from http://download.tuxfamily.org/makehuman/releases/makehuman-community-1.2.0-macos.zip&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases&amp;diff=1960</id>
		<title>Releases</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases&amp;diff=1960"/>
				<updated>2020-12-27T15:12:43Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that this page was started at the release of 1.1.0 and does not contain information about historical releases. If anyone want to bother adding these, they're welcome to it.&lt;br /&gt;
&lt;br /&gt;
== Releases in the 12x series ==&lt;br /&gt;
&lt;br /&gt;
Releases in this series is called &amp;quot;MakeHuman community&amp;quot; (contrary to just &amp;quot;MakeHuman&amp;quot; in the 1.1.x series), as they also bundle community content and community plugins.&lt;br /&gt;
&lt;br /&gt;
* [[Releases:120mac|1.2.0 for MacOS]] (released 2020-12-27)&lt;br /&gt;
* [[Releases:120|1.2.0 final]] (released 2020-11-06)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Releases in the 11x series ==&lt;br /&gt;
&lt;br /&gt;
* [[Releases:111|1.1.1]] (released 2016-03-05)&lt;br /&gt;
* [[Releases:110|1.1.0]] (released 2016-05-14)&lt;br /&gt;
&lt;br /&gt;
== Old alphas and betas ==&lt;br /&gt;
&lt;br /&gt;
* [[Releases:120b2|1.2.0 beta 2]] (released 2020-07-27)&lt;br /&gt;
* [[Releases:120b1|1.2.0 beta 1]] (released 2020-05-03)&lt;br /&gt;
* [[Releases:120a4|1.2.0 alpha 4]] (released 2019-12-15)&lt;br /&gt;
* [[Releases:120a3|1.2.0 alpha 3]] (released 2019-03-19)&lt;br /&gt;
* [[Releases:120a2|1.2.0 alpha 2]] (released 2018-12-10)&lt;br /&gt;
* [[Releases:120a1|1.2.0 alpha 1]] (released 2018-11-20)&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1932</id>
		<title>FAQ:Scrolling does not work</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1932"/>
				<updated>2020-11-13T06:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting MakeHuman, everything looks fine. But when you try to scroll a panel, it either does not work at all, or the contents in the panel is compressed.&lt;br /&gt;
&lt;br /&gt;
This happens when you use a PyQt version later than 5.12. Something in the MakeHuman UI code is incompatible with the latest PyQt versions. At this point, the only solution we have is to downgrade PyQt to 5.12.&lt;br /&gt;
&lt;br /&gt;
Note that if you run from source, you can do so in [[https://docs.python.org/3/tutorial/venv.html a python venv]] and install a a specific version of PyQt there. That way you don't need to touch the system-wide installed PyQt. Running in venv is our currently recommended &lt;br /&gt;
approach for Ubuntu 20.10 (Ubuntu 20.04 and earlier should not have the problem).&lt;br /&gt;
&lt;br /&gt;
On ubuntu the commands are these:&lt;br /&gt;
&lt;br /&gt;
    apt-get install python3-virtualenv&lt;br /&gt;
    virtualenv makehuman-env&lt;br /&gt;
    source makehuman-env/bin/activate&lt;br /&gt;
    pip install PyQt5==5.12.1 numpy pyopengl&lt;br /&gt;
&lt;br /&gt;
Now you have a python command which will use pyqt 5.12, and can follow the instructions for running from source, see http://www.makehumancommunity.org/wiki/FAQ:How_can_I_run_the_same_code_as_the_nightly_build_from_source%3F (skip the parts about apt-get installing dependencies.. This is what you did with pip above here).&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1931</id>
		<title>FAQ:Scrolling does not work</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1931"/>
				<updated>2020-11-06T14:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting MakeHuman, everything looks fine. But when you try to scroll a panel, it either does not work at all, or the contents in the panel is compressed.&lt;br /&gt;
&lt;br /&gt;
This happens when you use a PyQt version later than 5.12. Something in the MakeHuman UI code is incompatible with the latest PyQt versions. At this point, the only solution we have is to downgrade PyQt to 5.12.&lt;br /&gt;
&lt;br /&gt;
Note that if you run from source, you can do so in [[https://docs.python.org/3/tutorial/venv.html a python venv]] and install a a specific version of PyQt there. That way you don't need to touch the system-wide installed PyQt. Running in venv is our currently recommended &lt;br /&gt;
approach for Ubuntu 20.10 (Ubuntu 20.04 and earlier should not have the problem).&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Which_version_of_MakeHuman_should_I_download%3F&amp;diff=1930</id>
		<title>FAQ:Which version of MakeHuman should I download?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Which_version_of_MakeHuman_should_I_download%3F&amp;diff=1930"/>
				<updated>2020-11-06T12:40:58Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TL;DR: At this point in time, you are best off downloading the stable release of MakeHuman Community 1.2.0. See http://www.makehumancommunity.org/content/makehuman_120.html.&lt;br /&gt;
&lt;br /&gt;
If you want newer features, it is usually also safe to download the nightly build. For windows, it is available from [http://download.tuxfamily.org/makehuman/nightly/ the download directory]. Look for the file named &amp;quot;*-nightly-windows.zip&amp;quot;. Linux users are encouraged to run from source, but there is also a PPA at https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community&lt;br /&gt;
&lt;br /&gt;
There are three different versions of MakeHuman, and it can be confusing for new users to understand which is stable and/or current. The available versions are:&lt;br /&gt;
&lt;br /&gt;
* MakeHuman nightly builds (of what is to become the next version): This is the latest code, and it is published every night. It thus contains all the latest changes, although theoretically a mistake could have been introduced. At this point in the development cycle, this is a mostly stable build.&lt;br /&gt;
* Makehuman alphas and betas (of what is to become the next version): These are points in time where the development code was released together with release notes and a version number (such as &amp;quot;1.2.0-alpha4&amp;quot;). In practice it is basically the same as an old nightly build.&lt;br /&gt;
* MakeHuman releases (currently 1.2.x): These are formal releases from the stable branch of makehuman. They are updated seldomly and are well tested. At this point in time the last formal release is 1.2.0. We do not recommend using older releases.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Which_version_of_MakeHuman_should_I_download%3F&amp;diff=1929</id>
		<title>FAQ:Which version of MakeHuman should I download?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Which_version_of_MakeHuman_should_I_download%3F&amp;diff=1929"/>
				<updated>2020-11-06T12:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TL;DR: At this point in time, you are best off downloading the stable release of MakeHuman Community 1.2.0. See http://www.makehumancommunity.org/content/makehuman_120.html.&lt;br /&gt;
&lt;br /&gt;
If you want newer features, it is usually also safe to download the nightly build. For windows, it is available from [http://download.tuxfamily.org/makehuman/nightly/ the download directory]. Look for the file named &amp;quot;*-nightly-windows.zip&amp;quot;. Linux users are encouraged to run from source, but there is also a PPA at https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community&lt;br /&gt;
&lt;br /&gt;
There are three different versions of MakeHuman, and it can be confusing for new users to understand which is stable and/or current. The available versions are:&lt;br /&gt;
&lt;br /&gt;
* MakeHuman nightly builds (of what is to become the next version): This is the latest code, and it is published every night. It thus contains all the latest changes, although theoretically a mistake could have been introduced. At this point in the development cycle, this is the most stable download.&lt;br /&gt;
* Makehuman alphas and betas (of what is to become the next version): These are points in time where the development code was released together with release notes and a version number (such as &amp;quot;1.2.0-alpha4&amp;quot;). In practice is basically the same as an old nightly build.&lt;br /&gt;
* MakeHuman releases (currently 1.2.x): These are formal releases from the stable branch of makehuman. They are updated seldomly and are well tested. At this point in time the last formal release is 1.2.0. We do not recommend using older releases.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases&amp;diff=1928</id>
		<title>Releases</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases&amp;diff=1928"/>
				<updated>2020-11-06T12:37:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that this page was started at the release of 1.1.0 and does not contain information about historical releases. If anyone want to bother adding these, they're welcome to it.&lt;br /&gt;
&lt;br /&gt;
== Releases in the 12x series ==&lt;br /&gt;
&lt;br /&gt;
Releases in this series is called &amp;quot;MakeHuman community&amp;quot; (contrary to just &amp;quot;MakeHuman&amp;quot; in the 1.1.x series), as they also bundle community content and community plugins.&lt;br /&gt;
&lt;br /&gt;
* [[Releases:120|1.2.0 final]] (released 2020-11-06)&lt;br /&gt;
&lt;br /&gt;
== Releases in the 11x series ==&lt;br /&gt;
&lt;br /&gt;
* [[Releases:111|1.1.1]] (released 2016-03-05)&lt;br /&gt;
* [[Releases:110|1.1.0]] (released 2016-05-14)&lt;br /&gt;
&lt;br /&gt;
== Old alphas and betas ==&lt;br /&gt;
&lt;br /&gt;
* [[Releases:120b2|1.2.0 beta 2]] (released 2020-07-27)&lt;br /&gt;
* [[Releases:120b1|1.2.0 beta 1]] (released 2020-05-03)&lt;br /&gt;
* [[Releases:120a4|1.2.0 alpha 4]] (released 2019-12-15)&lt;br /&gt;
* [[Releases:120a3|1.2.0 alpha 3]] (released 2019-03-19)&lt;br /&gt;
* [[Releases:120a2|1.2.0 alpha 2]] (released 2018-12-10)&lt;br /&gt;
* [[Releases:120a1|1.2.0 alpha 1]] (released 2018-11-20)&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases&amp;diff=1927</id>
		<title>Releases</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases&amp;diff=1927"/>
				<updated>2020-11-06T12:36:40Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note that this page was started at the release of 1.1.0 and does not contain information about historical releases. If anyone want to bother adding these, they're welcome to it.&lt;br /&gt;
&lt;br /&gt;
== Releases in the 12x series ==&lt;br /&gt;
&lt;br /&gt;
Releases in this series is called &amp;quot;MakeHuman community&amp;quot; (contrary to just &amp;quot;MakeHuman&amp;quot; in the 1.1.x series), as they also bundle community content and community plugins.&lt;br /&gt;
&lt;br /&gt;
* [[Releases:120|1.2.0 final]] (released 2020-11-06)&lt;br /&gt;
* [[Releases:120b2|1.2.0 beta 2]] (released 2020-07-27)&lt;br /&gt;
* [[Releases:120b1|1.2.0 beta 1]] (released 2020-05-03)&lt;br /&gt;
* [[Releases:120a4|1.2.0 alpha 4]] (released 2019-12-15)&lt;br /&gt;
* [[Releases:120a3|1.2.0 alpha 3]] (released 2019-03-19)&lt;br /&gt;
* [[Releases:120a2|1.2.0 alpha 2]] (released 2018-12-10)&lt;br /&gt;
* [[Releases:120a1|1.2.0 alpha 1]] (released 2018-11-20)&lt;br /&gt;
&lt;br /&gt;
== Releases in the 11x series ==&lt;br /&gt;
&lt;br /&gt;
* [[Releases:111|1.1.1]] (released 2016-03-05)&lt;br /&gt;
* [[Releases:110|1.1.0]] (released 2016-05-14)&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1926</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1926"/>
				<updated>2020-11-06T12:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which was released 2020-11-06.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular need to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt.&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect.&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials.&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure.&lt;br /&gt;
* There is a new Mass production functionality for generating large sets of randomized characters.&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported).&lt;br /&gt;
* Plugins in user space.&lt;br /&gt;
* Plugins activation at runtime.&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions.&lt;br /&gt;
* Tags for models (with configurable tag count).&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target.&lt;br /&gt;
* Real weight estimation.&lt;br /&gt;
* Configurable location for the home folder.&lt;br /&gt;
* MHX2 is bundled in the default installation.&lt;br /&gt;
* Save thumbnails directly from the internal render engine.&lt;br /&gt;
* There is a new installer for windows.&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds).&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration: Makehuman plugin for Blender (MPFB) ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with. &lt;br /&gt;
&lt;br /&gt;
An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
The toolchain for creating MakeHuman assets have been upgraded:&lt;br /&gt;
&lt;br /&gt;
* MakeClothes and MakeTarget have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeTarget 2, in order to separate them from the old versions that work with Blender 2.79 and earlier. &lt;br /&gt;
* A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The windows release is for 64-bit windows. 32-bit windows is no longer supported. This is because one of our core dependencies have stopped working with 32-bit windows, which makes it difficult to work around.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. For options on getting around this, see http://www.makehumancommunity.org/wiki/FAQ:Scrolling_does_not_work&lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
To download MakeHuman Community 1.2.0, see http://www.makehumancommunity.org/content/makehuman_120.html&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums http://www.makehumancommunity.org/forum/viewforum.php?f=3. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:I_get_CONNECTION_REFUSED_in_MPFB&amp;diff=1925</id>
		<title>FAQ:I get CONNECTION REFUSED in MPFB</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:I_get_CONNECTION_REFUSED_in_MPFB&amp;diff=1925"/>
				<updated>2020-11-06T11:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: Created page with &amp;quot;For the import from MakeHuman to work, you also need to enable the socket server on the community-&amp;gt;socket tab in MH. For security reasons this is disabled per default.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the import from MakeHuman to work, you also need to enable the socket server on the community-&amp;gt;socket tab in MH. For security reasons this is disabled per default.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MPFB_(MakeHuman_Plugin_For_Blender)%3F&amp;diff=1924</id>
		<title>FAQ:What is MPFB (MakeHuman Plugin For Blender)?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MPFB_(MakeHuman_Plugin_For_Blender)%3F&amp;diff=1924"/>
				<updated>2020-11-06T11:19:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MakeHuman Plugin for Blender is a plugin which enables direct communication with MakeHuman from Blender. The main feature is that you get a one click import button that fetches the current character as displayed in MakeHuman into Blender, without the need to first export to a file. The import will handle rigging, proxies, clothes and materials.&lt;br /&gt;
&lt;br /&gt;
Other features include:&lt;br /&gt;
&lt;br /&gt;
* Automatic support for both Eevee and Cycles (the old Blender Internal renderer is not supported)&lt;br /&gt;
* Ability to switch between FK and IK&lt;br /&gt;
* Adds convencience modifiers for showing/hiding helper geometry&lt;br /&gt;
* Able to add enhanced skin shading with, for example, SSS&lt;br /&gt;
* Kinect integration&lt;br /&gt;
&lt;br /&gt;
The blender plugin is available for download from the [http://www.makehumancommunity.org/content/plugins.html plugins page] and is bundled in the makehuman download for windows.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to install it, see [[FAQ: How do I install a plugin in Blender 2.80?]]&lt;br /&gt;
&lt;br /&gt;
Not that for the import from MakeHuman to work, you also need to enable the socket server on the community-&amp;gt;socket tab in MH.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MPFB_(MakeHuman_Plugin_For_Blender)%3F&amp;diff=1923</id>
		<title>FAQ:What is MPFB (MakeHuman Plugin For Blender)?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_is_MPFB_(MakeHuman_Plugin_For_Blender)%3F&amp;diff=1923"/>
				<updated>2020-11-06T11:18:30Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The MakeHuman Plugin for Blender is a plugin which enables direct communication with MakeHuman from Blender. The main feature is that you get a one click import button that fetches the current character as displayed in MakeHuman into Blender, without the need to first export to a file. The import will handle rigging, proxies, clothes and materials.&lt;br /&gt;
&lt;br /&gt;
Other features include:&lt;br /&gt;
&lt;br /&gt;
* Automatic support for both Eevee and Cycles (the old Blender Internal renderer is not supported)&lt;br /&gt;
* Ability to switch between FK and IK&lt;br /&gt;
* Adds convencience modifiers for showing/hiding helper geometry&lt;br /&gt;
* Able to add enhanced skin shading with, for example, SSS&lt;br /&gt;
* Kinect integration&lt;br /&gt;
&lt;br /&gt;
The blender plugin is available for download from the [http://www.makehumancommunity.org/content/plugins.html plugins page] and is bundled in the makehuman download for windows.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to install it, see [[FAQ: How do I install a plugin in Blender 2.80?]]&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1922</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1922"/>
				<updated>2020-11-06T11:17:53Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What changed regarding the license in 2020?]]&lt;br /&gt;
* [[FAQ: MakeHuman does not start]]&lt;br /&gt;
* [[FAQ: The interface looks broken ]]&lt;br /&gt;
* [[FAQ: Scrolling does not work]]&lt;br /&gt;
* [[FAQ: I have a problem with makehuman. How do I report it?]]&lt;br /&gt;
* [[FAQ: Is there a mac build?]]&lt;br /&gt;
* [[FAQ: I didn't get any forum activation link]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;br /&gt;
* [[FAQ: MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ: What happened to the special assets genitalia?]]&lt;br /&gt;
* [[FAQ: How can I use the asset downloader to download everything by everyone?]]&lt;br /&gt;
&lt;br /&gt;
== Makehuman and Blender ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is MPFB (MakeHuman Plugin For Blender)?]]&lt;br /&gt;
* [[FAQ: I get CONNECTION REFUSED in MPFB]]&lt;br /&gt;
* [[FAQ: How do I export assets from MakeHuman to Blender?]]&lt;br /&gt;
* [[FAQ: How do I install a plugin in Blender 2.80?]]&lt;br /&gt;
* [[FAQ: How do I upgrade a plugin in Blender 2.80?]]&lt;br /&gt;
* [[FAQ: What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ: Where can I get MHX2 for Blender 2.80]]&lt;br /&gt;
* [[FAQ: What happened to MakeWalk?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is MakeHuman?]]&lt;br /&gt;
* [[FAQ: What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ: Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ: How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ: What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ: I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ: Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ: What is a fashion render?]]&lt;br /&gt;
* [[FAQ: I have a business idea. Can I hire someone on the dev team to do consultancy work or development regarding MakeHuman?]]&lt;br /&gt;
* [[FAQ: Does &amp;quot;alpha&amp;quot; mean it is dangerous to use?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is Open Source?]]&lt;br /&gt;
* [[FAQ: What is a target?]]&lt;br /&gt;
* [[FAQ: What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ: What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Nightly builds ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is a nightly build?]]&lt;br /&gt;
* [[FAQ: Where are the nightly builds?]]&lt;br /&gt;
* [[FAQ: Will the nightly build work?]]&lt;br /&gt;
* [[FAQ: Can I use the stable version and the nightly build at the same time?]]&lt;br /&gt;
* [[FAQ: What's with the &amp;quot;makehuman-community-*&amp;quot; file name?]]&lt;br /&gt;
* [[FAQ: How can I run the same code as the nightly build from source?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ: What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ: Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ: Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ: I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ: Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ: Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ: How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ: How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ: I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party skin. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ: How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ: Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
* [[FAQ:What do I need to do when I use a CC-BY asset?]]&lt;br /&gt;
* [[FAQ: We at company X don't like AGPL and want another license]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How can I create targets?]]&lt;br /&gt;
* [[FAQ: How can I create skin textures?]]&lt;br /&gt;
* [[FAQ: How can I create clothes?]]&lt;br /&gt;
* [[FAQ: How can I create hair?]]&lt;br /&gt;
* [[FAQ: How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ: How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ: How can I create poses?]]&lt;br /&gt;
* [[FAQ: How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ: I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ: Can I export an asset from Blender and get it back into MakeHuman?]]&lt;br /&gt;
* [[FAQ: I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ: How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ: How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ: I want to extend MakeHuman functionality. Where should I start?]]&lt;br /&gt;
* [[FAQ: I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ: I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ: I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ: I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ: I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ: I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ: I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Rendering, materials and node setups ==&lt;br /&gt;
* [[FAQ: The eyes look flat and &amp;quot;dead&amp;quot; in blender]]&lt;br /&gt;
&lt;br /&gt;
== NSFW ==&lt;br /&gt;
* [[FAQ: What is the general policy towards NSFW content and discussions?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW imagery on the forums?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW content in the user contribution repos?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: The publisher could not be verified]]&lt;br /&gt;
* [[FAQ: My Antivirus tool blocks MakeHuman or Norton Antivirus reports WS.Reputation.1]]&lt;br /&gt;
* [[FAQ: There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ: I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ: MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ: Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1921</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1921"/>
				<updated>2020-10-31T11:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular need to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt.&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect.&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials.&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure.&lt;br /&gt;
* There is a new Mass production functionality for generating large sets of randomized characters.&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported).&lt;br /&gt;
* Plugins in user space.&lt;br /&gt;
* Plugins activation at runtime.&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions.&lt;br /&gt;
* Tags for models (with configurable tag count).&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target.&lt;br /&gt;
* Real weight estimation.&lt;br /&gt;
* Configurable location for the home folder.&lt;br /&gt;
* MHX2 is bundled in the default installation.&lt;br /&gt;
* Save thumbnails directly from the internal render engine.&lt;br /&gt;
* There is a new installer for windows.&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds).&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration: Makehuman plugin for Blender (MPFB) ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with. &lt;br /&gt;
&lt;br /&gt;
An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
The toolchain for creating MakeHuman assets have been upgraded:&lt;br /&gt;
&lt;br /&gt;
* MakeClothes and MakeTarget have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeTarget 2, in order to separate them from the old versions that work with Blender 2.79 and earlier. &lt;br /&gt;
* A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The windows release is for 64-bit windows. 32-bit windows is no longer supported. This is because one of our core dependencies have stopped working with 32-bit windows, which makes it difficult to work around.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. For options on getting around this, see http://www.makehumancommunity.org/wiki/FAQ:Scrolling_does_not_work&lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums http://www.makehumancommunity.org/forum/viewforum.php?f=3. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1920</id>
		<title>FAQ:Scrolling does not work</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1920"/>
				<updated>2020-10-31T11:37:46Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting MakeHuman, everything looks fine. But when you try to scroll a panel, it either does not work at all, or the contents in the panel is compressed.&lt;br /&gt;
&lt;br /&gt;
This happens when you use a PyQt version later than 5.12. Something in the MakeHuman UI code is incompatible with the latest PyQt versions. At this point, the only solution we have is to downgrade PyQt to 5.12.&lt;br /&gt;
&lt;br /&gt;
Note that if you run from source, you can do so in [[https://docs.python.org/3/tutorial/venv.html a python venv]] and install a a specific version of PyQt there. That way you don't need to touch the system-wide installed PyQt. Running in venv is our currently recommended &lt;br /&gt;
approach for Ubuntu 20.10.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1919</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1919"/>
				<updated>2020-10-31T11:33:22Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular need to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt.&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect.&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials.&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure.&lt;br /&gt;
* There is a new Mass production functionality for generating large sets of randomized characters.&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported).&lt;br /&gt;
* Plugins in user space.&lt;br /&gt;
* Plugins activation at runtime.&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions.&lt;br /&gt;
* Tags for models (with configurable tag count).&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target.&lt;br /&gt;
* Real weight estimation.&lt;br /&gt;
* Configurable location for the home folder.&lt;br /&gt;
* MHX2 is bundled in the default installation.&lt;br /&gt;
* Save thumbnails directly from the internal render engine.&lt;br /&gt;
* There is a new installer for windows.&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds).&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration: Makehuman plugin for Blender (MPFB) ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with. &lt;br /&gt;
&lt;br /&gt;
An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
The toolchain for creating MakeHuman assets have been upgraded:&lt;br /&gt;
&lt;br /&gt;
* MakeClothes and MakeTarget have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeTarget 2, in order to separate them from the old versions that work with Blender 2.79 and earlier. &lt;br /&gt;
* A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The windows release is for 64-bit windows. 32-bit windows is no longer supported. This is because one of our core dependencies have stopped working with 32-bit windows, which makes it difficult to work around.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums http://www.makehumancommunity.org/forum/viewforum.php?f=3. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1918</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1918"/>
				<updated>2020-10-31T11:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Changes since 1.1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular need to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt.&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect.&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials.&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure.&lt;br /&gt;
* There is a new Mass production functionality for generating large sets of randomized characters.&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported).&lt;br /&gt;
* Plugins in user space.&lt;br /&gt;
* Plugins activation at runtime.&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions.&lt;br /&gt;
* Tags for models (with configurable tag count).&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target.&lt;br /&gt;
* Real weight estimation.&lt;br /&gt;
* Configurable location for the home folder.&lt;br /&gt;
* MHX2 is bundled in the default installation.&lt;br /&gt;
* Save thumbnails directly from the internal render engine.&lt;br /&gt;
* There is a new installer for windows.&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds).&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration: Makehuman plugin for Blender (MPFB) ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with. &lt;br /&gt;
&lt;br /&gt;
An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
The toolchain for creating MakeHuman assets have been upgraded:&lt;br /&gt;
&lt;br /&gt;
* MakeClothes and MakeTarget have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeTarget 2, in order to separate them from the old versions that work with Blender 2.79 and earlier. &lt;br /&gt;
* A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums http://www.makehumancommunity.org/forum/viewforum.php?f=3. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1917</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1917"/>
				<updated>2020-10-31T11:14:23Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Changes since 1.1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular need to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt.&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect.&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials.&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure.&lt;br /&gt;
* There is a new Mass production functionality for generating large sets of randomized characters.&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported).&lt;br /&gt;
* Plugins in user space.&lt;br /&gt;
* Plugins activation at runtime.&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions.&lt;br /&gt;
* Tags for models (with configurable tag count).&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target.&lt;br /&gt;
* Real weight estimation.&lt;br /&gt;
* Configurable location for the home folder.&lt;br /&gt;
* MHX2 is bundled in the default installation.&lt;br /&gt;
* Save thumbnails directly from the internal render engine.&lt;br /&gt;
* There is a new installer for windows.&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds).&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration: &amp;quot;Makehuman plugin for Blender&amp;quot; or &amp;quot;MPFB&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details, see author publishing and license information and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with. &lt;br /&gt;
&lt;br /&gt;
An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
The toolchain for creating MakeHuman assets have been upgraded:&lt;br /&gt;
&lt;br /&gt;
* MakeClothes and MakeTarget have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeTarget 2, in order to separate them from the old versions that work with Blender 2.79 and earlier. &lt;br /&gt;
* A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums http://www.makehumancommunity.org/forum/viewforum.php?f=3. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1909</id>
		<title>FAQ:Scrolling does not work</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Scrolling_does_not_work&amp;diff=1909"/>
				<updated>2020-10-25T13:32:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: Created page with &amp;quot;When starting MakeHuman, everything looks fine. But when you try to scroll a panel, it either does not work at all, or the contents in the panel is compressed.  This happens w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting MakeHuman, everything looks fine. But when you try to scroll a panel, it either does not work at all, or the contents in the panel is compressed.&lt;br /&gt;
&lt;br /&gt;
This happens when you use a PyQt version later than 5.12. Something in the MakeHuman UI code is incompatible with the latest PyQt versions. At this point, the only solution we have is to downgrade PyQt to 5.12.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1908</id>
		<title>FAQ:Index</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:Index&amp;diff=1908"/>
				<updated>2020-10-25T13:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Top questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
== Top questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What changed regarding the license in 2020?]]&lt;br /&gt;
* [[FAQ: MakeHuman does not start]]&lt;br /&gt;
* [[FAQ: The interface looks broken ]]&lt;br /&gt;
* [[FAQ: Scrolling does not work]]&lt;br /&gt;
* [[FAQ: I have a problem with makehuman. How do I report it?]]&lt;br /&gt;
* [[FAQ: Is there a mac build?]]&lt;br /&gt;
* [[FAQ: I didn't get any forum activation link]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;br /&gt;
* [[FAQ: MakeHuman renders odd colours and weird transparency artefacts. Can you help me?]]&lt;br /&gt;
* [[FAQ: What happened to the special assets genitalia?]]&lt;br /&gt;
* [[FAQ: How can I use the asset downloader to download everything by everyone?]]&lt;br /&gt;
&lt;br /&gt;
== Makehuman and Blender ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How do I export assets from MakeHuman to Blender?]]&lt;br /&gt;
* [[FAQ: What is MPFB (MakeHuman Plugin For Blender)?]]&lt;br /&gt;
* [[FAQ: How do I install a plugin in Blender 2.80?]]&lt;br /&gt;
* [[FAQ: How do I upgrade a plugin in Blender 2.80?]]&lt;br /&gt;
* [[FAQ: What happened to the MHX export in MH 1.1.x and later?]]&lt;br /&gt;
* [[FAQ: Where can I get MHX2 for Blender 2.80]]&lt;br /&gt;
* [[FAQ: What happened to MakeWalk?]]&lt;br /&gt;
&lt;br /&gt;
== General / unsorted ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is MakeHuman?]]&lt;br /&gt;
* [[FAQ: What is the prefered method for contacting the MakeHuman crew?]]&lt;br /&gt;
* [[FAQ: Is there an IRC channel?]]&lt;br /&gt;
* [[FAQ: How much does MakeHuman cost?]]&lt;br /&gt;
* [[FAQ: What happened to the XYZ asset?]]&lt;br /&gt;
* [[FAQ: I want to make a code fork of MakeHuman, but I hate mercurial or BitBucket]]&lt;br /&gt;
* [[FAQ: Do you have some quick tips on how to make a nice image with a makehuman toon?]]&lt;br /&gt;
* [[FAQ: What is a fashion render?]]&lt;br /&gt;
* [[FAQ: I have a business idea. Can I hire someone on the dev team to do consultancy work or development regarding MakeHuman?]]&lt;br /&gt;
* [[FAQ: Does &amp;quot;alpha&amp;quot; mean it is dangerous to use?]]&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is Open Source?]]&lt;br /&gt;
* [[FAQ: What is a target?]]&lt;br /&gt;
* [[FAQ: What is the meaning of the numbers in MakeHuman release?]]&lt;br /&gt;
* [[FAQ: What is a proxy?]]&lt;br /&gt;
&lt;br /&gt;
== Nightly builds ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: What is a nightly build?]]&lt;br /&gt;
* [[FAQ: Where are the nightly builds?]]&lt;br /&gt;
* [[FAQ: Will the nightly build work?]]&lt;br /&gt;
* [[FAQ: Can I use the stable version and the nightly build at the same time?]]&lt;br /&gt;
* [[FAQ: What's with the &amp;quot;makehuman-community-*&amp;quot; file name?]]&lt;br /&gt;
* [[FAQ: How can I run the same code as the nightly build from source?]]&lt;br /&gt;
&lt;br /&gt;
== Technology == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Why quadrilaterals?]]&lt;br /&gt;
* [[FAQ: What happened to the specific skeletons (the UE and SL rigs for example)?]]&lt;br /&gt;
* [[FAQ: Why is there no perspective mode?]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Where can I download MakeHuman?]]&lt;br /&gt;
* [[FAQ: Where can I find older Versions of MakeHuman?]]&lt;br /&gt;
* [[FAQ: I'm using ubuntu. Is there a PPA?]]&lt;br /&gt;
* [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
* [[FAQ: Where are my MakeHuman files found (where is my HOME directory)?]]&lt;br /&gt;
* [[FAQ: Where can I unzip MakeHuman (in Windows)?]]&lt;br /&gt;
* [[FAQ: How can I run MakeHuman from a BitBucket source clone?]]&lt;br /&gt;
* [[FAQ: How can I build MakeHuman from source?]]&lt;br /&gt;
* [[FAQ: I downloaded third party clothes. How do I install them?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party model. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party proxy. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party target. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party skin. How do I install it?]]&lt;br /&gt;
* [[FAQ: I downloaded a third party plug-in. How do I install it?]]&lt;br /&gt;
* [[FAQ: How do I uninstall MakeHuman?]]&lt;br /&gt;
&lt;br /&gt;
== Legal questions ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: Can I sell models created with MakeHuman?]]&lt;br /&gt;
* [[FAQ: Can I create a commercial closed source game with models generated by MakeHuman?]]&lt;br /&gt;
* [[FAQ:What do I need to do when I use a CC-BY asset?]]&lt;br /&gt;
* [[FAQ: We at company X don't like AGPL and want another license]]&lt;br /&gt;
&lt;br /&gt;
== Creating assets ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How can I create targets?]]&lt;br /&gt;
* [[FAQ: How can I create skin textures?]]&lt;br /&gt;
* [[FAQ: How can I create clothes?]]&lt;br /&gt;
* [[FAQ: How can I create hair?]]&lt;br /&gt;
* [[FAQ: How can I create extra bodyparts?]]&lt;br /&gt;
* [[FAQ: How can I create proxies or alternative topologies?]]&lt;br /&gt;
* [[FAQ: How can I create poses?]]&lt;br /&gt;
* [[FAQ: How can I create a thumbnail file?]]&lt;br /&gt;
* [[FAQ: I already have a 3d object from elsewhere. How can I use it in MH?]]&lt;br /&gt;
* [[FAQ: Can I export an asset from Blender and get it back into MakeHuman?]]&lt;br /&gt;
* [[FAQ: I have photos of a real person. Can I use those for making a skin?]]&lt;br /&gt;
* [[FAQ: How do I make and upload a fashion render?]]&lt;br /&gt;
&lt;br /&gt;
== Contributing ==&lt;br /&gt;
&lt;br /&gt;
* [[FAQ: How do I submit a bug report?]]&lt;br /&gt;
* [[FAQ: How to provide a makehuman log for a good bug report?]]&lt;br /&gt;
* [[FAQ: I want to extend MakeHuman functionality. Where should I start?]]&lt;br /&gt;
* [[FAQ: I want to contribute code in a more structured manner. What is the recommended procedure?]]&lt;br /&gt;
* [[FAQ: I want an easy code task to get to learn the makehuman code. Where should I start?]]&lt;br /&gt;
* [[FAQ: I have made a code patch. Where do I send it?]]&lt;br /&gt;
* [[FAQ: I'm not a coder. How can I contribute?]]&lt;br /&gt;
* [[FAQ: I have made a new asset for MakeHuman. How can I contribute it?]]&lt;br /&gt;
* [[FAQ: I have made a tutorial. How do I contribute it?]]&lt;br /&gt;
* [[FAQ: I want to help write documentation. How do I do that?]]&lt;br /&gt;
&lt;br /&gt;
== Rendering, materials and node setups ==&lt;br /&gt;
* [[FAQ: The eyes look flat and &amp;quot;dead&amp;quot; in blender]]&lt;br /&gt;
&lt;br /&gt;
== NSFW ==&lt;br /&gt;
* [[FAQ: What is the general policy towards NSFW content and discussions?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW imagery on the forums?]]&lt;br /&gt;
* [[FAQ: Is it ok to share NSFW content in the user contribution repos?]]&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting == &lt;br /&gt;
&lt;br /&gt;
* [[FAQ: The publisher could not be verified]]&lt;br /&gt;
* [[FAQ: My Antivirus tool blocks MakeHuman or Norton Antivirus reports WS.Reputation.1]]&lt;br /&gt;
* [[FAQ: There seems to be a version mismatch between MHX and blender]]&lt;br /&gt;
* [[FAQ: I am using the ubuntu or debian version of MakeHuman and...]]&lt;br /&gt;
* [[FAQ: MakeHuman fails to start in windows, nothing seems to happen when I click the exe]]&lt;br /&gt;
* [[FAQ: Eyes are rendered completely white (or black) in blender]]&lt;br /&gt;
* [[FAQ: I can't download from the user repos, all files are saved as HTML]]&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1907</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1907"/>
				<updated>2020-10-25T13:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
There is now functionality available for randomizing large sets of characters. This includes varying body shape and gender, as well as randomizing which clothes the characters are equiped with. &lt;br /&gt;
&lt;br /&gt;
An introduction to this functionality can be found at https://www.youtube.com/watch?v=jRHnJX-TdT4 (in the video it is stated that the plugin can be downloaded separately, but it is now included in the MakeHuman distribution).&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
The toolchain for creating MakeHuman assets have been upgraded:&lt;br /&gt;
&lt;br /&gt;
* MakeClothes and MakeSkin have been rewritten from scratch and been made compatible with Blender 2.80 and later. They are now called MakeClothes 2 and MakeSkin 2, in order to separate them from the old versions that work with Blender 2.79 and earlier. &lt;br /&gt;
* A new tool MakeSkin has been added. This allows creating more advanced materials than what MakeClothes can do alone. There is a video introducing this functionality at https://www.youtube.com/watch?v=0amcxq4Ik60&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1906</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1906"/>
				<updated>2020-10-25T12:48:20Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1905</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1905"/>
				<updated>2020-10-25T12:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Changes since 1.1.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) has been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1904</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1904"/>
				<updated>2020-10-25T12:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
* Toolset support for Blender 2.79 has been dropped. Tools such as MPFB, MakeClothes and MakeTarget are built for and tested with Blender 2.83 and later.&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1903</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1903"/>
				<updated>2020-10-25T12:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
* On Mint you need to explicitly install the plugins as they will not be automatically installed. With the ppa enabled, run &amp;quot;sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1902</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1902"/>
				<updated>2020-10-25T12:36:09Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Known issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards. For potential remedies if you run into problems, see [[FAQ:MakeHuman_does_not_start]] and [[FAQ:The_interface_looks_broken]]&lt;br /&gt;
* MakeHuman is not compatible with PyQt later than 5.12. If you have a later version than 5.12 installed, scrolling will not work. Since Ubuntu 20.10 has shipped with 5.14 (which is incompatible), we have chosen to not provide a build for Ubuntu 20.10. &lt;br /&gt;
* There is no mac build. See http://www.makehumancommunity.org/wiki/FAQ:Is_there_a_mac_build%3F&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1901</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1901"/>
				<updated>2020-10-25T12:32:41Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mpfbeevee.png|300px|thumb|right|One click import directly from MakeHuman, with improved skin shader]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=File:Mpfbeevee.png&amp;diff=1900</id>
		<title>File:Mpfbeevee.png</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=File:Mpfbeevee.png&amp;diff=1900"/>
				<updated>2020-10-25T12:31:49Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1899</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1899"/>
				<updated>2020-10-25T12:26:10Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. &lt;br /&gt;
Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1898</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1898"/>
				<updated>2020-10-25T12:24:51Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1897</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1897"/>
				<updated>2020-10-25T12:24:06Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1896</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1896"/>
				<updated>2020-10-25T12:23:09Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1895</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1895"/>
				<updated>2020-10-25T12:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Assets can now be downloaded from within MakeHuman = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1894</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1894"/>
				<updated>2020-10-25T12:21:09Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Assets can now be downloaded from within MakeHuman = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1893</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1893"/>
				<updated>2020-10-25T12:19:59Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: /* Highlights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Changes since 1.1.1 ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1892</id>
		<title>Releases:120</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=Releases:120&amp;diff=1892"/>
				<updated>2020-10-25T12:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: Created page with &amp;quot;These are the release notes for 1.2.0, which is not yet released.  This is the final and stable release. It is what we now recommend everyone to use. See also FAQ: Which ver...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the release notes for 1.2.0, which is not yet released.&lt;br /&gt;
&lt;br /&gt;
This is the final and stable release. It is what we now recommend everyone to use. See also [[FAQ: Which version of MakeHuman should I download?]]&lt;br /&gt;
&lt;br /&gt;
If you are already using a recent nightly build however, there is no particular to switch to the stable release, as there have only been minor bug fixes lately.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
In most cases, there should be no problem running versions 1.1.1 and 1.2.0 on the same system. They will not interfere with each other's files. You can find download links for 1.2.0 at the bottom of this page. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MakeHuman Community 1.2.0&amp;quot; is a major update of the underlying code, where the focus has been to replace outdated dependencies and modernize the system. Further, a shift in focus has been made to position MakeHuman as  a shared tool serving the larger community through integrated access to third party assets and extended functionality.&lt;br /&gt;
&lt;br /&gt;
Due to the rapid evolution of the blender plugins (MPFB, MakeTarget, MakeClothes...) we're not listing these changes here. See the commit log in the respective git repositories instead:&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/makehumancommunity/makehuman-plugin-for-blender/commits/master MakeHuman Plugin for Blender (MPFB)]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeclothes/commits/master MakeClothes 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-maketarget/commits/master MakeTarget 2]&lt;br /&gt;
* [https://github.com/makehumancommunity/community-plugins-makeskin/commits/master MakeSkin]&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
These are the main themes of the changes since 1.1.1. See further down for more details.&lt;br /&gt;
&lt;br /&gt;
* The license has changed to (hopefully) be more clear and permissive. &lt;br /&gt;
* The codebase has received a major overhaul to bring it up to date with modern versions of Python and Qt&lt;br /&gt;
* There is a completely new Blender integration, MPFB, with support for socket transfers, IK and Kinect&lt;br /&gt;
* The toolset for creating assets (MakeClothes and MakeTarget) have been rewritten from scratch.&lt;br /&gt;
* There is a new tool &amp;quot;MakeSkin&amp;quot; for creating materials&lt;br /&gt;
* Third party assets can be downloaded from within MakeHuman with a simple point and click procedure&lt;br /&gt;
* There is a new randomization functionality for generating large sets of randomized characters&lt;br /&gt;
* Improved internationalization support for non-ASCII characters (backported)&lt;br /&gt;
* Plugins in user space&lt;br /&gt;
* Plugins activation at runtime&lt;br /&gt;
* Improved tag sorting capabilities (Hotkey: ALT-F), including sticky tag provisions&lt;br /&gt;
* Tags for models (with configurable tag count)&lt;br /&gt;
* Show Name Tags instead of file names in the file loader. &lt;br /&gt;
* Saving model as target&lt;br /&gt;
* Real weight estimation&lt;br /&gt;
* Configurable location for the home folder&lt;br /&gt;
* MHX2 is bundled in the default installation&lt;br /&gt;
* Save thumbnails directly from the internal render engine&lt;br /&gt;
* There is a new installer for windows&lt;br /&gt;
* There is a new PPA for ubuntu. This PPA also offers builds of plugins. &lt;br /&gt;
* Using Jupyter for the shell utility, if available on the system (currently not working for MakeHuman windows builds)&lt;br /&gt;
&lt;br /&gt;
=== License change ===&lt;br /&gt;
&lt;br /&gt;
The license has changed to be more comprehensive and permissive. The full text of the new license can be found here: https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, it has been made clear that assets included with and produced by makehuman are CC0 no matter how you got hold of them. &lt;br /&gt;
&lt;br /&gt;
There is a description of the license change here: http://www.makehumancommunity.org/wiki/FAQ:What_changed_regarding_the_license_in_2020%3F&lt;br /&gt;
&lt;br /&gt;
=== The upgraded codebase ===&lt;br /&gt;
&lt;br /&gt;
The main focus of this release has been to modernize the code. In the prior version, large parts were written more than ten years ago, and relied on libraries and code structures which are no longer functional in a modern context. More in detail:&lt;br /&gt;
&lt;br /&gt;
* The system was written for python 2.6 and then upgraded when needed to python 2.7. The final end of life for python 2.7 was january 1, 2020.&lt;br /&gt;
* The user interface was implemented in Qt4, via PyQt4. Both Qt4 and PyQt4 got deprecated years ago, and Riverside (the authors of PyQt) removed all PyQt4 windows binaries, meaning we could no longer provide windows builds.&lt;br /&gt;
&lt;br /&gt;
Thus, the need to bring the code up to modern times became critical. We realized that the system would soon not be possible to run or develop on several platforms. &lt;br /&gt;
&lt;br /&gt;
Going through the code to update it has taken some considerable time (years actually), but it has had the added benefit that we have also reviewed almost all sections of the code and fixed a lot of minor &lt;br /&gt;
bugs and glitches.&lt;br /&gt;
&lt;br /&gt;
Most users will probably not notice much difference: the user interfaces in 1.2.0 and 1.1.1 are almost identical. But it was work that needed to be done before we could move forward with implementing new features.&lt;br /&gt;
&lt;br /&gt;
=== The new Blender integration, MPFB ===&lt;br /&gt;
&lt;br /&gt;
In blender it is now possible to fetch a character directly from a running instance of MakeHuman, without having to first save/export the character to a file. &lt;br /&gt;
&lt;br /&gt;
[[File:12x-blender-import.png|300px|thumb|right|One click import directly from MakeHuman]]&lt;br /&gt;
&lt;br /&gt;
The importer will talk with the makehuman instance and fetch all meshes (such as the body, hair clothes...), materials, rigs and poses. &lt;br /&gt;
The process is almost instantaneous (a character with a lot of clothes might take a few seconds to import).&lt;br /&gt;
&lt;br /&gt;
The importer UI supports a wide range of settings and presets. By using a preset you can, for example, import a body mesh suitable for using together with MakeClothes. This will make it significantly easier&lt;br /&gt;
to develop assets aimed at a specific body type.&lt;br /&gt;
&lt;br /&gt;
Further, the importer supports improved skin features such as skin pores and SSS.&lt;br /&gt;
&lt;br /&gt;
Note that for the importer to work, you will have to go to the Community -&amp;gt; Socket tab in MakeHuman and enable &amp;quot;Accept connections&amp;quot;. Otherwise MakeHuman won't answer, and you will get an error in Blender.&lt;br /&gt;
&lt;br /&gt;
=== Upgraded toolset for creating assets ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
== Assets can now be downloaded from within MakeHuman ===&lt;br /&gt;
&lt;br /&gt;
[[File:12x-assetdownloader.png|400px|thumb|right|The asset downloader]]&lt;br /&gt;
&lt;br /&gt;
This version of MakeHuman bundles the asset downloader plugin. By using this you can access all the hundreds of user contributed assets that are available via the MakeHuman Community. &lt;br /&gt;
&lt;br /&gt;
Within the UI you can search for assets, show screenshots, read about details and download. Downloaded assets are automatically placed in your local asset directory so that you can&lt;br /&gt;
immediately go to the geometries tabs and, for example, equip the newly downloaded clothes.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mass produce ===&lt;br /&gt;
&lt;br /&gt;
To be written&lt;br /&gt;
&lt;br /&gt;
=== A new windows installer ===&lt;br /&gt;
&lt;br /&gt;
The windows version is now distributed as an executable installer that supports uninstall. After installing MakeHuman, it can now be found on the start menu like all other normal windows application. &lt;br /&gt;
&lt;br /&gt;
Note that it is no longer recommended to go to the installation folder and start MakeHuman manually there. In order to do so, you would have to manually set up an environment for python, something &lt;br /&gt;
which is handled automatically by the start menu entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The FBX export is still incompatible with some third part software.&lt;br /&gt;
* While most of the graphics card incompatibilities should now be fixed, there may still be still parts of the program that cause problems with some integrated graphics cards.&lt;br /&gt;
* There is no build for OSX&lt;br /&gt;
&lt;br /&gt;
== Upgrading ==&lt;br /&gt;
&lt;br /&gt;
This version uses the same file formats as 1.1.x in almost all cases. The only exception is MHM files (which are produced when clicking &amp;quot;save model&amp;quot; in MakeHuman). 1.2.x is able to open MHM files produced in 1.1.x, and the result will look exactly the same as in 1.1.x. However, 1.1.x will not be able to open MHM files saved by 1.2.x.&lt;br /&gt;
&lt;br /&gt;
For all other assets, things should work the same and look the same in both versions, using the same files.&lt;br /&gt;
&lt;br /&gt;
=== Running from source ===&lt;br /&gt;
&lt;br /&gt;
The source code is available at [https://github.com/makehumancommunity/makehuman https://github.com/makehumancommunity/makehuman]. You'll also find basic instructions on how to use the source code on this page.&lt;br /&gt;
&lt;br /&gt;
If you want to run MakeHuman directly from source (rather than downloading a binary build), you will have to replace almost all dependencies. It is also possible that not all dependencies will install smoothly beside the dependencies for 1.1.x. &lt;br /&gt;
&lt;br /&gt;
The following are the minimum required dependency versions for MakeHuman Community 1.2.0:&lt;br /&gt;
&lt;br /&gt;
* Python: 3.6.4 or higher&lt;br /&gt;
* PyQt: 5.10.0 to 5.12.x. '''5.14 will not work'''&lt;br /&gt;
* NumPy: 1.13.0 or higher&lt;br /&gt;
* PyOpenGL: Any modern version will work, including the one used for MakeHuman 1.1.x&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&lt;br /&gt;
In order to fulfill the minimum dependency requirements listed above, you will need Ubuntu 18.04 or later. For earlier Ubuntu versions, you would have use backports of the dependencies, as they are not available in the default installation.&lt;br /&gt;
&lt;br /&gt;
The PPA for this build is here: [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community ppa:makehuman-official/makehuman-community].&lt;br /&gt;
&lt;br /&gt;
To enable it, run:&lt;br /&gt;
&lt;br /&gt;
    sudo add-apt-repository ppa:makehuman-official/makehuman-community&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
    sudo apt-get install makehuman-community&lt;br /&gt;
&lt;br /&gt;
=== Mint ===&lt;br /&gt;
&lt;br /&gt;
The instructions for Ubuntu apply, but you will have to also explicitly install all plugins (whereas these will be installed automatically on Ubuntu)&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install makehuman-community-plugins-assetdownload makehuman-community-plugins-socket makehuman-community-plugins-massproduce mhx2-makehuman-exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other bundled functionality ==&lt;br /&gt;
&lt;br /&gt;
Apart from the above, some other functionality that previously had to be downloaded separately is now bundled:&lt;br /&gt;
&lt;br /&gt;
=== MHX2 ===&lt;br /&gt;
&lt;br /&gt;
MHX2 is now enabled per default in MakeHuman. The blender side of MHX2 can be downloaded from http://www.makehumancommunity.org/content/plugins.html&lt;br /&gt;
&lt;br /&gt;
=== MHAPI ===&lt;br /&gt;
&lt;br /&gt;
MHAPI (a library with convenience calls for making addons for MakeHuman) is now included and enabled per default.&lt;br /&gt;
&lt;br /&gt;
== Where to download ==&lt;br /&gt;
&lt;br /&gt;
The following are links to where you can download beta 2:&lt;br /&gt;
&lt;br /&gt;
You can download (link to page for windows download)&lt;br /&gt;
&lt;br /&gt;
For linux, [https://launchpad.net/~makehuman-official/+archive/ubuntu/makehuman-community there is a new PPA].&lt;br /&gt;
&lt;br /&gt;
== Providing feedback and bug reports ==&lt;br /&gt;
&lt;br /&gt;
As always with a beta release, the important part is getting feedback and bug reports. &lt;br /&gt;
&lt;br /&gt;
If in doubt, feedback and bug reports can always be posted on the forums. But more formal information about bug trackers can be found here: http://www.makehumancommunity.org/content/bugtracker.html&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_changed_regarding_the_license_in_2020%3F&amp;diff=1891</id>
		<title>FAQ:What changed regarding the license in 2020?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_changed_regarding_the_license_in_2020%3F&amp;diff=1891"/>
				<updated>2020-10-25T12:08:56Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In september 2020, the overall license of MakeHuman was clarified and made more permissive. The full and updated license text can be found at https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, the goal was to remove any lingering doubts about whether the output from makehuman could be used freely and without license restrictions. &lt;br /&gt;
&lt;br /&gt;
These were the main changes: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Bundled assets are a part of the application&lt;br /&gt;
* AFTER: Bundled assets are something the application uses, but which are otherwise considered standalone entities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Assets are per default covered by AGPL&lt;br /&gt;
* AFTER: Assets are per default released as CC0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Exports become covered by CC0 upon export via the GUI&lt;br /&gt;
* AFTER: Exports only consist of things which were CC0 to start with&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Targets, proxies and the base mesh are considered source code, covered by AGPL (unless exported via the GUI)&lt;br /&gt;
* AFTER: Targets, proxies and the base mesh are considered graphical assets, covered by CC0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Trying to &amp;quot;reverse engineer&amp;quot; or recreate the targets is prohibited&lt;br /&gt;
* AFTER: Targets are CC0 no matter how you got hold of them&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We believe we have caught most places where the old license setup is mentioned. But if you find remaining strangenesses, particularly where assets are listed as AGPL, please report these.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_changed_regarding_the_license_in_2020%3F&amp;diff=1890</id>
		<title>FAQ:What changed regarding the license in 2020?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_changed_regarding_the_license_in_2020%3F&amp;diff=1890"/>
				<updated>2020-10-25T12:08:34Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In september 2020, the overall license of MakeHuman was clarified and made more permissive. The full and updated license text can be found at https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, the goal was to remove any lingering doubts about whether the output from makehuman could be used freely and without license restrictions. &lt;br /&gt;
&lt;br /&gt;
These were the main changes: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Bundled assets are a part of the application&lt;br /&gt;
* AFTER: Bundled assets are something the application uses, but which are otherwise considered standalone entities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Assets are per default covered by AGPL&lt;br /&gt;
* AFTER: Assets are per default released as CC0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Exports become covered by CC0 upon export via the GUI&lt;br /&gt;
* AFTER: Exports only consist of things which were CC0 to start with&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Targets, proxies and the base mesh are considered source code, covered by AGPL (unless exported via the GUI)&lt;br /&gt;
* AFTER: Targets, proxies and the base mesh are considered graphical assets, covered by CC0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Trying to &amp;quot;reverse engineer&amp;quot; or recreate the targets is prohibited&lt;br /&gt;
* AFTER: Targets are CC0 no matter how you got hold of them&lt;br /&gt;
&lt;br /&gt;
We believe we have caught most places where the old license setup is mentioned. But if you find remaining strangenesses, particularly where assets are listed as AGPL, please report these.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	<entry>
		<id>http://www.makehumancommunity.org/w/index.php?title=FAQ:What_changed_regarding_the_license_in_2020%3F&amp;diff=1889</id>
		<title>FAQ:What changed regarding the license in 2020?</title>
		<link rel="alternate" type="text/html" href="http://www.makehumancommunity.org/w/index.php?title=FAQ:What_changed_regarding_the_license_in_2020%3F&amp;diff=1889"/>
				<updated>2020-10-25T12:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joepal: Created page with &amp;quot;In september 2020, the overall license of MakeHuman was clarified and made more permissive. The full license text can be found at https://github.com/makehumancommunity/makehum...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In september 2020, the overall license of MakeHuman was clarified and made more permissive. The full license text can be found at https://github.com/makehumancommunity/makehuman/blob/master/LICENSE.md&lt;br /&gt;
&lt;br /&gt;
In summary, the goal was to remove any lingering doubts about whether the output from makehuman could be used freely and without license restrictions. &lt;br /&gt;
&lt;br /&gt;
These were the main changes: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Bundled assets are a part of the application&lt;br /&gt;
* AFTER: Bundled assets are something the application uses, but which are otherwise considered standalone entities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Assets are per default covered by AGPL&lt;br /&gt;
* AFTER: Assets are per default released as CC0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Exports become covered by CC0 upon export via the GUI&lt;br /&gt;
* AFTER: Exports only consist of things which were CC0 to start with&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Targets, proxies and the base mesh are considered source code, covered by AGPL (unless exported via the GUI)&lt;br /&gt;
* AFTER: Targets, proxies and the base mesh are considered graphical assets, covered by CC0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BEFORE: Trying to &amp;quot;reverse engineer&amp;quot; or recreate the targets is prohibited&lt;br /&gt;
* AFTER: Targets are CC0 no matter how you got hold of them&lt;br /&gt;
&lt;br /&gt;
We believe we have caught most places where the old license setup is mentioned. But if you find remaining strangenesses, particularly where assets are listed as AGPL, please report these.&lt;/div&gt;</summary>
		<author><name>Joepal</name></author>	</entry>

	</feed>