Game Development Community

MakeHuman

by Florian · in Artist Corner · 11/22/2006 (7:00 am) · 11 replies

Hey,
i was wondering, since i dont understand legal shit, and i dont understand a thing about licences
i was thinking, is it legal to make a fully costumized model in MakeHuman and then use it for my game?

#1
11/22/2006 (7:31 am)
The least you could do is link to the actual tool, so people can read the EULA for you.
#2
11/22/2006 (7:38 am)
MakeHuman is made more for high-poly procedural rendering programs rather than real-time applications. You should be able to use the models generated, but you would have to do tons of manipulation to make them be real-time friendly. Some people have had somewhat okay luck reducing the poly count with Blender plugins and then doing post work to get the models to be friendly, but I'm not sure how far they've actually gotten it.

But, like Poser, if you want procedurally rendered models and animation, it's a pretty nice little package. It just is not meant for the real-time world as it stands.
#3
11/22/2006 (7:50 am)
Heres a Link i found

http://www.dedalo-3d.com/

-Very interesting piece of FREE Software
#4
11/22/2006 (8:19 am)
Yes. It started its life as a Blender plugin that moved into its own app, I believe.
#5
11/22/2006 (10:10 am)
This doesn't address the license agreement for Make human, but it might be helpful for the technical stuff . . .

Makehuman characters start out at 10,000+ quads (or around 20,000 triangles). Like David said, you won't be able to use them in any meaningful way within Torque. And since most of the polygon reduction methods out there really stink, you often end up with unusable junk when you try to reduce them for your games or mods.

However, if you have Silo (http://www.nevercenter.com) you can use the handy Topology Brush to 'paint' low resolution quads onto higher resolution meshes. You can then extract the pieces and stitch all of them together, giving you a lighter weight model that 1) retains much of the original character's shape 2) has fewer polygons and 3) has the detail you need in deformable/animatable areas. Of course the topology brush requires manual manipulation, a steady hand and some patience, but so far, it beats all other mesh 'decimation' tools I've seen.

Sorry to sound like a fanboy, but Silo has quickly become one of my favorite apps. :)
#6
11/22/2006 (11:06 am)
Could you generate a NORMAL map from an exported makeHuman file?
#8
11/22/2006 (11:54 am)
Nice. I missed that he was using MakeHuman. Most everything I've read from their forums and others was that it was great for high-poly procedural meshes like those used in Poser, but not for lower-poly meshes.

Nice.
#9
11/22/2006 (12:41 pm)
I have been play around with MakeHuman. What I am doing is export from MakeHuman to obj. The model is pretty high in polygon count and not smooth. I load it in LightRay3D and reduce it to about 70 precent on polygon. Then I use the meshsmooth in LightRay3D. This give me much smoother and lowyer polygon count model.
#10
11/23/2006 (7:52 am)
The licence is the GNU licence
#11
11/23/2006 (8:08 am)
Quote:
MakeHuman(c) mesh is released under MIT License

Copyright (c) 2001-2006 makehuman.org

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Mesh"), to deal in the Mesh without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Mesh, and to permit persons to whom the Mesh is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Mesh.

THE MESH IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MESH OR THE USE OR OTHER DEALINGS IN THE MESH.

@Florian - INAL, but the answer to your question is yes.

The mesh and any modified versions of the mesh can be distributed. Just be sure to include the Copyright (c) 2001-2006 makehuman.org somewhere in the game credits. I'd also give a link to their web site, etc... give credit where credit's due.

The program itself is licensed under the GNU license, so you couldn't use it to modify characters in-game...