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| name | description |
|---|---|
| name | Name of the model, preset to None. |
| author | author of the model, preset to "unknown". |
| uuid | Generated UUID, preset to None. |
| version | Makehuman version. Preset to None. |
| skinMaterial | Name of skinMaterial, preset to None. |
| skeleton | Name of the skeleton, preset to None. |
| modifiers | List of modifiers, preset to empty list. |
| attached | List of attached objects, preset to empty list. |
| materials | List of materials, preset to empty list. |
| tags | list of tags, preset to empty list. |
| name | description |
|---|---|
| type | the type of the asset. |
| name | the name of the asset. |
| uuid | the uuid of the asset. |
| path | the absolute path of the asset. |
| material | the absolute path of the material. |
| relmaterial | a relative path of the material. |
| name | description |
|---|---|
| glob | reference to globalObjects |
| env | reference to environment (class programInfo) |
| baseMesh | reference to baseMesh object3d. |
| baseInfo | dictionary created from base.json file. |
| attachedAssets | list of attached assets. |
| pose_skeleton | Pose skeleton used. |
| default_skeleton | Default skeleton. Preset by baseInfo. |
| floorCalcMethod | Method number to calculate floor. Preset to 0. |
| mhmfilename | last loaded mhm file |
| skinMaterialName | Name of the last loaded skin material |
| skinMaterial | Reference to last loaded skin material |
| proxy | Reference to proxy object. |
| tags | Tags of the last loaded mhm file / new tags. |
| photo | Icon created for character. |
| author | Author of last mhm file. Default is "unknown". |
| uuid | UUID of last mhm file. |
| skeleton | Reference to skeleton. |
| in_posemode | Boolean value if character is in pose mode. |
| pose_skelpath | Pathname of the pose skeleton. |
| bvh | Last loaded bvh object or None. |
| posemodifier | indicates that posemodifiers are used (mhpose file). |
| expression | indicates that expression are used (mhpose file). |
| faceunits | reference to faceunits. Indicates that face-units are initalized. |
| faceposes | List of faceposes used. |
| bodyunits | reference to bodyunits. Indicates that body-units are initalized. |
| faceunitsinfo | contains link to face-units dictionary . |
| bodyunitsinfo | contains link to body-units dictionary. |
| posecorrections | dictionary of values of pose corections for body and face. |
| positioncorrection | root position correction, initialized with [0.0, 0.0, 0.0]. |
| bodyposes | List of bodyposes used. |
| hide_verts | Marker to hide vertices. |
| name | parameters | returns | description |
|---|---|---|---|
| reset | None | None | Reset a number of variables of the baseClass back to standard, also called by __init__. Also calls getFaceUnits() and getBodyUnits() to calculate which bones are allowed to be changed in face or body pose editor. |
| setPoseMode | None | None | Sets character to pose mode. Creates a mesh copy for basemesh, does a restPose, precalculates all assets in restpose, calculates new skeleton geometry and prepares the graphical presentation of the skeleton. |
| setStandardMode | None | None | Switches off pose mode. Reset mesh from copy, then calculates restPose and updates assets and prepares the graphical presentation of the skeleton. |
| loadMHMFile | filename verbose-function | bool-error bool-errortext |
Function resets character to default, then will load an mhm-file. After load all filenames are absolute paths. Objects are marked in use, if found in cache. Materials and assets are attached. All targets are applied and skeleton is added, pose skeleton is also considered. |
| loadMHMTargetsOnly | filename mode | bool-error bool-errortext |
Function loads only targets (mode = 1 all targets, mode =2 only head-targets mentioned in baseInfo["head-pattern"]. Before these targets are resetted. Pose skeleton is recalculated. |
| saveMHMFile | filename | bool-error | Save the MHM file and keep names in URL encoding (use /). Saves all assets, skin material, skeleton and targets. |
| calculateDeletedVerts | None | None | In case hide_verts is False all objects are drawn without deleted vertices. Otherwise all attached meshes will be calculated in reverse order starting with first layer (no deleted vertices at all). Then each layer is tested and may also have deleted vertices. In the end the baseMesh itself is tested. Process works with a boolean mask. |
| setNoPose | None | None | resets baseMesh and all attached objects to no pose (object3d method). |
| recalcLowestPosePos | None | None | calculates lowest vertex of baseMesh and assets. |
| getLowestPos | posed: boolean | value (float) | Calculates lowest position of whole character for exports and grid. |
| setSkinMaterial | asset: dictionary from ImageSelector | None | Sets skin material. Also handles proxy and marks used asset. |
| isLinkedByFilename | filename | asset | Tests all assets if the a given filename will match. (attached clothes .. bvh, posemodifier, expression, skeleton, skin) and return the asset. If it is not attached None is returned. |
| getAttachedByFilename | filename | asset | Tests only meshes attached by filename and returns the asset if found. |
| getAttachedOrBase | filename | asset | Tests only meshes attached by filename and returns the asset if found. Also may return the basemesh. Function is used to find materials. |
| countAttachedByType | itype | cnt | Function used to enable buttons. Checks if assets of a certain type are attached. Number of attached assets is returned. |
| markAllAttachedAssets | None | None | Marks all assets by testing filenames. Used for ImageSelector display. |
| delAsset | filename | None | Deletes mesh. The used asset is removed. Deleted vertices are corrected. If proxy is deleted, proxy is set to None. |
| addAsset | path eqtype materialpath materialsource | attached asset. | Adds mesh. In case makehuman2 starts with a character name, the program will terminate, if sth. cannot be found. Otherwise errors will only appear if a certain level is given and never in parallel mode. The loaded asset is marked. If the mesh is a proxy, skin material is added from body and proxy is set. Mesh is sorted according to z-depth. Deleted vertices are calculated. |
| addAndDisplayAsset | path eqtype multi | None | Adds and displays and asset. In case of multi is False, the asset of same type will be deleted (e.g. hair). Otherwise it is created in openGL and approximated to baseMesh. |
| addSkeleton | name path verbose | None | Adds a new skeleton from a json file. If it is the same pose-skeleton it is simply reused. When loaded with verbose option the skeleton name is displayed in requester. Used skeleton is marked. |
| modSkeleton | name path | None | Old skeleton is deleted and new one add. Skeletons are marked accordingly and skeleton is prepared for scene. |
| delSkeleton | path | None | Deletes a skeleton (set skeleton to None). It is unmarked and the internal pose-skeleton is prepared. |
| getVirtualBonePosition | name | position vector bone |
returns world position of the tail of a virtual bone (a bone using an alias name). For further calculation bone is also returned. If bone is not fould or other problems will occur, bone and position are None. |
| hasPoses | None | bool has pose cnt int |
returns if poses are available (either bvh or posemodifiers) and returns the number of frames for bvh. |
| restPose | None | None | Calls skeleton function restPose |
| showPose | frame | None | Shows pose of a certain frame. If frame is none, bvh.currentFrame is used. |
| showExpression | None | None | The expression.blends were presenting by using skeleton posebyBlends function with faceunits.bonemask. |
| showPoseModifiers | None | None | The posemodifier.blends were presenting by using skeleton posebyBlends function with bodyunits.bonemask. |
| showPoseAndExpression | None | None | A function to show bvh or pose-modifiers for body and expression. |
| addPose | name path | bool: loaded | Adds a pose from a filename. Existing bvh or posemodifier are unmarked and restPose is called. The file is loaded depending to suffix (bvh, mhpose). Pose and expression are shown. File is marked. For a pose-ḿodifier a one time bvh animation is calculated. |
| delPose | path | None | set bvh and posemodifier to none, unmarkes pose. Set character to restPose and shows Pose and expression. Set all to no pose. |
| detachAssetByName | path | None | detach a an asset by a given name. The path is compared with the filename attribute of mesh-assets, skeleton, bvh, expression and posemodfier, If the name is found it is detached from the character. |
| getFaceUnits | None | None | In case faceunits are not yet loaded, they are loaded from face-poses.json. |
| getBodyUnits | None | None | In case bodyunits are not yet loaded, they are loaded from body-poses.json. |
| addExpression | name path | None | For this function a pose-skeleton and faceunits must be available. If an expression is already there it is deleted. Otherwise the pose is loaded, converted (old MakeHuman has different poses for increase, decrease, here it is summarized). The Expression is shown and marked. |
| delExpression | path | None | The expression is set to None and unmarked. Character is set to restPose and shown. |
| prepareClass | modelfile | bool success | This is the big command to change the baseClass. The
program tests for an existing class of the env.basename. It creates
missing subfolders, test for base.json, inits the new filecache.
Then it either loads an mhbin or obj file. Then old targets are destroyed and new loaded. Assets are re-scanned. New pose-skeleton is added. The the modifier-presets create the default character and the modelfile standard base.mhm is loaded. |
| getInitialCopyForSlider | factor decr incr | None | calls identical function for baseMesh |
| updateNormals | None | None | Updates all normals on baseMesh and all assets. |
| updateAttachedAssets | None | None | All attached assets are approximated to baseMesh. |
| precalculateAssetsInRestPose | None | None | All attached assets are approximated to baseMesh in restPose. |
| poseAttachedAssets | None | None | All attached assets are skinned to skeleton. If they have no weights, an approxToBasemesh is done (should not be the case). |
| updateByTarget | factor decr incr | None | The basenesh is updated to a certain target. All attached assets are also changed. |
| applyAllTargets | bckproc args | None | Applies all targets and corrects attached assets. It is done by resetting mesh to non-macro targets, then doing the macroCalculation and updating the assets. |
| finishApply | None | None | Finish function for parallel updater. Simply recalculates skeleton. |
| parApplyTargets | None | None | Using a worker thread to apply all targets and adding finish function. |
| nonParApplyTargets | None | None | Non-parallel function to apply all targets. |