[Document is Work In Progress]
Evolution Towards a Universal Model topology: the HoMunculus.
The principal aim of the MakeHuman project is to develop an Open Source
application capable of realistically modelling a very wide variety of
human anatomical forms in the full range of natural human poses from a
single, universal mesh.
Central to this is the design of a 3D humanoid mesh that can readily be
parametrically manipulated and deformed to represent alternative
anatomical characteristics while retaining and respecting a common
structural skeleton that permits poses and the corresponding
deformations to also be parametrically manipulated. This objective has
been pursued to afford the artist the maximum degree of experimental
freedom when using the software. It frees the artist from the
artificial constraints that are inherent to a model that has
pre-established gender or age.
By pursuing this aim the MakeHuman Team have developed a model that can
combine different anatomical parameters to transition smoothly from the
infant to the elderly, from man to woman and from fat to slim. The vast
wealth of potential combinations provides the artist with an
extraordinarily broad range of possibilities for artistic expression
but presents many interesting problems to the development team. In
particular it adds to the classical problems of 3D modelling (number of
polygons, square or triangular faces, etc.) the problems of
constructing a super mesh that can be transformed into any form of
human while being sufficiently optimised to be able to be manipulated
on desktop machines, yet still producing a professional quality of
output. These discussions resulted in agreement
that the initial mesh should occupy a middle ground, being neither
pronounced masculine, nor pronounced feminine, neither young nor old
and having a medium muscular definition. An androgynous form, the
HoMunculus. A form
midway between male and female, old and young, thin and fat, muscular
and lean.
The current MakeHuman mesh has evolved through successive iterations of
the MakeHuman project, incorporating lessons learned, community
feedback and the results of considerable amounts of study and
experimentation. No generic mesh is perfect and this mesh has
inevitably been subject to some compromise and will undoubtedly
continue to be refined in future releases. Nevertheless, the current
mesh represents a remarkable achievement and is a great source of pride
for the MakeHuman team. The current iteration, known as the 'HM06'
comprises a state of the art universal humanoid model. This paper
describes the characteristics and capabilities of the mesh along with a
brief history and discussions about potential future enhancements.
Since the first release of MH (2000) and the first release of makeHead(1999), the challenge was to construct a universal topology that retained
all of these capabilities but added the ability to interactively,
programmatically adjust the mesh to accommodate the variety of
anatomical variety found in the human population. This challenge could
have been addressed by dramatically increasing the number of vertices
used for the mesh, but the resultant, dense mesh would have limited the
performance on all but top end machines and, even with extremely
powerful computers it is generally recognised that an optimised mesh is
preferable to one containing useless or morphologically insignificant
points because:
- A more economic number of control points supports more
orderly and precise modelling, avoiding the confusion of edges inherent
to a more dense model
- The savings on processor and memory
resource can be better invested in providing more sophisticated
functionality and greater fluidity to the artist
- The lighter model better supports the possibility of incorporating larger numbers of characters into a rendered scene
So, the model developed for MH is:
- Light and optimized for subdivision surfaces modelling (14638 verts, including teeth).
- Quads only. The human mesh is completely triangles free.
- Optimized for animation, including all loops used by high level artists.
The evolution of the mesh through successive iterations illustrates a
number of interesting concepts that have been explored and the
understanding that has been encapsulated into the current mesh.
- The first prototype of an universal mesh (head only) was done in 1999 in the makeHead script, and then adapted for the early MH (2000),
- The first professional model, HM01, was realized by Enrico Valenza in 2002.
- The second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2005
- The
third mesh was modelled by Manuel Bastioni upon the (z-mesh or HM03);
- The
fourth mesh was modelled by Gianluca
Miragoli (aka Yashugan) in 2007 and builds upon the experience gained on the
preceding versions (Y-Mesh or HM04)
- The fifth mesh build upon the previous one by Gianluca Miragoli and Manuel Bastioni (HM05)
- The sixth mesh build upon the previous one by Gianluca Miragoli.
- Latest mesh, released in 2010, is actually the state of the art (artists: Waldemar Perez Jr., André Richard, Manuel Bastioni).
The knowledge gained over the years has driven the simplification and
optimization of the model. A highly sophisticated and detailed model
can be good for static, one-off models, but an application designed for
real-time manipulation of related groups of parameters and for
real-time visualisation needs to be efficient. The MakeHuman solution
to these contradictory pressures is to create a simplified, optimized
model and to support the generation of sub-surfaces that can be used to
smooth out imperfections before rendering.
Fig. Head history
Fig. Comparison between HM02 and HM01.
Fig. Conception to HM04.
HM06, released in makeHuman 1.0 alpha 4