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RobertMayer
03-30-2006, 05:16 PM
Hullo all,

I'm going to try and post this without sounding too desperate or fishy, like last time. (sorry about that mr. moderator).

I am proposing, to the community at large, an Open-Source resource for Humanoid Models.
First before i get into depth, allow me to explain what inspired such an idea, which i hope will allow you to see what i am thinking.

BACKGROUND & INSPIRATION

Good Concept

I used to use poser. Poser, for those who do not know, is a humanoid Posing and Rendering program that is not too popular with the rest of the 3d Community. Poser had an okay concept, an easy-to-use humanoid posing/rendering program. A company, called Daz3d, created a set of "Unimesh" models that the community has grown around. These models are hugely adaptable, morphing into thousands of different possibilities. There are hundreds of sites dedicated to Content (free or to-be-bought) for these characters.

Flawed System

So, you are probably wondering what the problem is. Well, for those of you who are not familier with Poser and its figures, i shall explain: Poser's Rigging system sucks. Bending joints are spagetti-like and only bend at the seam and there is no way to get around it.
Furthermore, as a fix, i tried to bring the Daz3d figures into 3ds Max and rig them. The problem is that the Daz3d Figures are 500,000+ polygons, even the reduced resolution characters are insane. With this kind of polycount its nearly impossible to effectively Rig and Pose in Max.

THE PROPOSAL

So, with all this in mind, what do I want to do?
I would like to create an Open-Source set of Universal Humanoid Models for the 3d Community.

The Models
The models would be generic and flexible. - all the models would be based off of the same base-model, so as to keep vertex count (for morphs) and UVMapping universal and interchangable among them.
A polycount of around 15k at the most would allow for quick posing without eating up processing power, while keeping the polygons quad-based would allow a person to use Meshsmoothing on renders would keep quality way up.
Furthermore allowing the option of Meshsmoothing would allow a person to keep low-detail models in the background.

Rigging
The Characters would come with a basic rig allow for quick "out of the box" use. As people with more experience decide to contribute, perhaps more advanced rigs would come about.

Open Source?
Open source, in this case, is a gauruntee that all things related to this project would be free for use among the community. Furthermore its an invitiation For ANYONE ANYONE who wants to, to make something and put it up for download. Be that a set of morphs, or a set of clothing, or a texture map that they made, or a more advanced rig (like i mentioned before), or a set of props that are scaled to the models size, or perhaps a set for the model to move around in, or hair, who knows.

End Result
So whats this gonna end up like? To be honest, i am not sure. What i am hoping is that this project allows people of all sorts to be able to render out humans. I myself would not mind starting a web-comic off of it. Perhaps someone else wishes to start a Web series or a short movie, but lacks the modelling skills, who knows.
These models could be used as Architectural Visualization aids, without using cutouts.
Possibilities are endless.
Just imagine, up for download could be Uniforms for your favorite Sci-Fi series, or Fantasy armor, or a morph to change the model into your favorite actor, or the actor you want your character to be portrayed by.
Perhaps someone might put a morph of an Anodrian up for download along with Antennae props.

The biggest advantage of putting this out as open source is that the model is not limited by the skills of anyone on this project (because if it were, i know it wouldnt get very far with my modelling skills), but instead by communities skills and desire.

Obviously this has a Very Heavy 3dsMax spin. Perhaps it could be converted to other formats for ease-of-use amongst them too.

NEEDS

Okay, now this is where things get a little annoying. I've been trying my hand at modelling humanoids, and to be honest? i suck at it, lol, for example.

"the starter kit"
The starter Kit is what i feel the model should begin with in the first download.

- Male Model
- - Basic Textures
- - Basic Facial Rig
- - Basic Body Rig
- Female Model
- - Basic Textures
- - Basic Facial Rig
- - Basic Body Rig

Humanoid Modeller - This project is in need of a person who can model a generic but flexible humanoid under 15k polies with a structure suitble for Meshsmoothing or TurboSmoothing

Facial Rigger - I dont even know where to start to build a facial rig, and id rather someone with some experience have a go with it. Id hate to see the project come down due to a horrible facial rig by me ^_^, lol.


CLOSING THOGHTS
Many thanks to anyone who actually sat through this and read it. And I will pre-emptively apologize if this is "fishing". I am obviously a new-comer to This community, and i know that this is a rather bold request coming from a new guy. But I feel this is a worthy cause. Just think of how neat it would be to have everyone who felt like it something to add on to, even in the smallest way.

BuckBeaver
03-31-2006, 03:20 PM
This is a really interresting idea. If it could be done, a kit like the one you envision would be a wonderful thing for people to have to experiment with and learn from.

This might be slightly off-topic, but have you seen iClone (http://www.reallusion.com/iclone/)? The current version of it is somewhat crude and limited, but it offers people with little or no 3d knowledge the ability to create and render humanoid characters very quickly. The tools for modelling and rigging are pretty easy to work with. It's not really a professional tool, but I'd encourage you to check it out, if only because it might fufill some of the needs you described. There's a free demo available and a small but active user community at CoolClones.com (http://www.coolclones.com).

RobertMayer
04-02-2006, 01:06 AM
Thank ye much for th encouragement, its hard to find these days.

I actually heard of that before they started calling it IClone. As far as I am aware, its 3ds Max Compatibily is one directional. you can import from 3ds but not Export ot 3ds :-\.
I could be wrong.

None the less, i think models created from scratch would make the models feel more "ours" and by ours i mean the communities, lol. Not sure if i got that across right.

Again, thanks ^_^.

softdistortion
04-02-2006, 04:40 AM
There are packs like you are suggesting out there, and they aren't very expensive for the quality you are getting.
http://www.axyz-design.com/

BOY1DA
04-02-2006, 06:23 AM
There are packs like you are suggesting out there, and they aren't very expensive for the quality you are getting.
http://www.axyz-design.com/


That site is pretty good , but the models look pretty low detail.
Good for back ground extras I guess. looks like they don't have face morphs
or fingers ?

softdistortion
04-02-2006, 01:56 PM
"What i am hoping is that this project allows people of all sorts to be able to render out humans. I myself would not mind starting a web-comic off of it. Perhaps someone else wishes to start a Web series or a short movie, but lacks the modelling skills, who knows.These models could be used as Architectural Visualization aids, without using cutouts."

It wouldn't be open source but i thought it might fit the other requirments he is hoping to see...Also I guess I felt he isn't going to have an easy time finding skilled character modellers to supply free work on this. :shrug:

As far as morphs/fingers etc. I don't know. You would have to email them to find out.

BuckBeaver
04-02-2006, 08:30 PM
I actually heard of that before they started calling it IClone. As far as I am aware, its 3ds Max Compatibily is one directional. you can import from 3ds but not Export ot 3ds :-\.
I could be wrong.You're right about only being able to import. I get the feeling that the current release is very preliminary. They are supposedly working on a whole host of features, including better compatibility with 3DS Max.

Nema
04-03-2006, 01:31 PM
i am currently in middle of my diploma project, but you can count me in.

this idea sounds most attractive for unskilled poeple and newcomers (such as me... ...at least if it comes to modelling), but right now probably very unattractive for the highly skilled people.

probably the only and best way to push this project is by just STARTING it. there should be a professional homepage all around the idea, with a ready-to-use database for models, textures and stuff! chances are good that i could motivate some of my friends from the demoscene to contribute at least some basic useful content to start with.

i can also try to achieve some help for the homepage if needed.

RobertMayer
04-03-2006, 11:27 PM
Sounds Fantastic, Nema ^_^.

I have a webserver running at my place, ready for content.
In other news, I'm also trying to enlist the help of SciFi-Meshes.com, and their community.

This is going to be fun, in a challenging "OMG" kind of way ^_^.


lol, can you all tell this is my first non-alone project? lol.

BuckBeaver
04-04-2006, 02:24 AM
I realize this project is geared more towards 3DS Max, but a Blender animator has created something somewhat similar, a free rigged humanoid character (it's an alien) for people to download and experiment with.

There's a thread about it over at elYsiun if anyone wants to check it out - http://www.elysiun.com/forum/viewtopic.php?t=65292

BOY1DA
04-04-2006, 05:58 AM
I've been experimenting with stuff like this on my project
trying to see what is out there to make good generic humans that can be modified.

"donShole (http://forums.cgsociety.org/member.php?u=34013)" pointed this site out to me, and they seem to be on the same track you guys are on. Check it out it is called "MAKEHUMAN (http://www.dedalo-3d.com/)"

Nema
04-04-2006, 07:51 AM
@BuckBeaver: Thanks for the link. Do you know if it is possible to convert between 3dsmax and blender models? That would help.

@BOY1DA: Makehuman looks to mee like a project about a rendering engine rather than an opensource humanoid model database? Or are there also links to free humanoid models somewhere?

BuckBeaver
04-05-2006, 01:21 AM
You can do 3DS Max to .blend conversions, although I think you have to retexture the model once it's imported in to Blender. I haven't had to do it myself yet, but I think it's pretty straightforward. Best place to ask about this would be in the Blender forum here on CGTalk or try the elysiun forums at http://www.elysiun.com

RobertMayer
04-05-2006, 03:27 AM
So, a Blender Conversion is not out of the question, hmm.
I also assume that the rig wouldnt stay through the conversion.
Something to ponder.

I bet once we get the starter kits made, we can convert them to various other programs. But thats a bit down the road.

donShole
04-06-2006, 06:38 PM
@BuckBeaver: Thanks for the link. Do you know if it is possible to convert between 3dsmax and blender models? That would help.

@BOY1DA: Makehuman looks to mee like a project about a rendering engine rather than an opensource humanoid model database? Or are there also links to free humanoid models somewhere?

Actually:"MakeHuman(C) is an open-source, open graphics library, stand-alone, multi-platform, software program, which is completely written in C language. Its purpose is to provide a versatile, professional and extremely specialized application for parametrical modeling of three-dimensional humanoid characters...
... MakeHuman(C) will have all the tools it needs to compete in the highest levels of the professional arena:

An advanced system for hair rendering.
An advanced system for the correct simulation of muscular movement and limb rotation, with particular attention to articulation.
An advanced system for skin rendering, which faithfully simulates the subsurface scattering effect.
An advanced system for facial expressions, based on the famous FACS of Doctor Ekman. "
Makehuman started out as a python script for Blender years ago. It's is now stand alone but still has scripts to connect it to blender. As BOY1DA says, check it out here (http://www.dedalo-3d.com/) .

RobertMayer
04-06-2006, 10:57 PM
Actually, DonSHole (lol, that never gets old), Brings up a good program. My apologies for brushing off the idea at first.

Im going to continue playing with the OBJ's in 3ds Max ^_^.
I will talk to the creators, see if they will allow a 3ds Max Specialization version.

Nema
04-07-2006, 09:52 AM
btw, there is a winamp (http://www.winamp.com) plugin with a dancing girl where it says that the model was used from an "opensource game": http://www.winamp.com/plugins/details.php?id=146758

here is the contact to the maker of the plugin: http://forums.winamp.com/member.php?action=getinfo&userid=188146

i wonder if he could tell how exactly he got the model or if he would be willing to contribute it?

RobertMayer
04-08-2006, 01:47 AM
Will do. ^_^.

still working on the MakeHuman thing, looking pretty good, but ive had to modify a few things, lol.

Need to play with the UVMapping too.

Nema
04-08-2006, 06:06 AM
I now also had a play with MakeHuman - very impressive!

Fusyo: i did not 100% catch what your goal now is. is it to code a proper exporter to max (or 3ds?) format so that one can then open the models in 3dsmax and so further editing (texturing, rigging, animation etc) there?

RobertMayer
04-08-2006, 09:31 PM
My goal is still to make a generic model system, i am just wondering how doable it would be to use their geometry to do it.
It doesnt seem like MakeHuman has any kind of rigging as it is, its just a geometry maker and renderer.

donShole
04-08-2006, 09:59 PM
My goal is still to make a generic model system, i am just wondering how doable it would be to use their geometry to do it.
It doesnt seem like MakeHuman has any kind of rigging as it is, its just a geometry maker and renderer.

From my understanding, the rigging system hasn't been implemented yet. But given that there are so many free "auto rigs" out there, that shouldn't be a problem. Admittedly though, skin weighting would still be time consuming. You could e-mail the developers to find out about a timeline for the rigging system.

Nema
04-09-2006, 09:31 AM
I guess rigging should not be done manually in MakeHuman but could also be automated.

I would be interested if MakeHuman also plans to implement Animations (timelinebased transformations of joints)?

sgstoon
05-07-2006, 12:59 PM
A good idea, will help a lot many animators & riggers alike. Best of lucks...

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