|| Documentation ||
Transhuman4Blender is a Blender addon designed to create a wide variety of realistic 3D characters quickly, and animate them using motion capture (like Mixamo, etc.)
For support use our Transhuman4Blender Discord channel
The Transhuman4Blender addon panel is located in:
3D Viewport → right Sidebar (N) → Transhuman4Blender Tab.
Features & Limitations
- Create realistic characters in Blender with ease using sliders and color picks 🎚️
- Add custom/imported base meshes, skins and displacements for extra flexibility
- Add tattoos, scars, and other skin effects 🧟
- Add makeup, nail polish, missing teeth, eye conditions, visible veins...
- Use the randomizer to create/discover new faces ✨
- Make unique hair colors with roots and highlights
- Save your presets and load them at any time 💾
- Animate your character with mocap, or simply pose them by hand 💃🏽
- Includes Dynamic Wrinkles and Dynamic Breasts
- Have fun with the NSFW features (adults only) 🌶️
- Previews require a powerful computer 💪
- Depending on your specs render time might be slow 🐢
- Must bake all materials if you want to export Transhuman
- Preview in Eevee might show up as pink if too many options are selected
Installation & Updating
Go to Edit → User Preferences → Add-ons tab and press the 'Install' button in the top bar, and select the (previously downloaded) Transhuman4Blender.zip file.
Activate the plugin clicking in the checkbox ☑️
Transhuman4Blender has an build in auto updater. When you use it, updater will download the latest release and install it. To use the auto updater go to:
- Edit → Preferences → Add-ons → Transhuman4Blender → press 'Check for update'
In the presets panel you can either SAVE or LOAD your unique Transhuman for future uses.
To SAVE a preset, write a unique name and click 'SAVE'.
To LOAD a preset, click the dropdown, select the preset name, and click 'LOAD'
There are 11 default presets included in the addon: ZERO, F1 to 5, and M1 to 5.
Presets are stored in the addon folder (example: C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\addons\transhuman_4_blender\presets).
You can delete the presets that you don't need by accessing the addon folder and deleting them.
⚠️ We recommend NOT DELETING Transhuman_PRESET_SM5_ZERO, since it's needed to easily start a fresh Transhuman
In the 'Armatures' panel you can hide the armatures from view, activate a proportions checker, switch between the regular Mixamo armature (for FK animation or motion capture data), and the IK/FK Mixamo Rig for manual posing (needs the free Mixamo plugin for enhanced usage), and add the Toes rig option.
For the face animation you can choose between the Face rig, or Mocap mode.
With the 'Check Proportions' option you can enable a grid to use as a guide to ensure your character's face design is within realistic ideals.
The Mixamo Rig is great to use with mocap animation, as well as for simple FK posing.
To pose your Transhuman, simply enter 'Pose mode' and set the pose you'd like your character to adopt. You can also choose a pose from the Animation Assets Library, or select a pose from the Animation side menu.
To add mocap data, select the Armature, go to Animation tab → Select Non-linear Animation → Copy/paste the animation data in the 'Transhuman Armature - MOCAP HERE'
[VIDEO OF MOCAP]
Switch to the IK/FK option for manual animation/posing. The rig, as a default, comes in IK mode, and it can be used 'as is', but to further enhance the usage, we recommend installing the free Mixamo Rig plugin (you can find it here).
With the Mixamo Plugin you can switch between IK and FK, and you can also transfer mocap animations from the regular Mixamo armature to the IK/FK Armature. This option is great for animation editing, as you can see in the video below.
[VIDEO IK/FK, animation transfer and animation cleaning]
Face Rig / Mocap
Transhuman4Blender can be animated using Apple's facial shape keys, that can be controlled with an IPhone and an external mocap service (any mocap solution that works with Apple facial keys will do).
To animate your Transhuman's face, select you character's mesh and go to Animation tab → Select Non-linear Animation → Copy/paste the animation data in the 'Transhuman - FACE MOCAP HERE'
[VIDEO OF MOCAP]
If you wish to have your character in a static pose, you can choose the option Face Rig. The Face Rig controls the Apple shape keys to work driven by bones. When the Face Rig option is selected, the Mocap data (if any) will be overwritten by the rig drivers.
To pose the face, select the Face Rig, enter Pose mode, and move the bones following the chart below. You can also use premade poses from the Pose Asset Library as well.
[FACE RIG CHART]
[VIDEO OF FACE POSING and asset usage]
To add extra dynamism to your poses, you can pose/animate the toes! You can even save the poses in the Animation Asset Library for easier reuse.
There are four base eye colors to choose from: Blue, Green, Amber, and Brown.
You can use these colors as they are, or lighten/darken them, pick a custom color, or add a halo.
There are several finishes you can achieve by manipulating the Redness, the Cornea Roughness, and the Cornea Reflectivity (great for increasing beauty reflections in the rendered eyes)
The Iris size and the Pupil can be increased or decreased, either for aesthetic reasons or to add an extra layer of dynamism to your animations.
You can also change the pupil type to Cat, Goat, or Star (the later works best with an open pupil)
Cornea / Sclera
You can achieve eye damage/blindness effect by adding a white tint to either the 'Right Cornea' or 'Left Cornea', or to 'Both Cornea', and reducing the Transmission slightly.
To make shinny black alien eyes, add 100% black tint to 'Both Cornea'
To make eye tattoo effects, chose the tint amount and color of your liking and write either 'Right Sclera', 'Left Sclera' or 'Both Sclera'
The tears can be also colored, for various effects.
You can change the hue of the skin, the saturation, the lightness or darkness. You can increase the Subdermal colors to achieve a sickness effect. You can also control how the skin details and anatomical details appear, as well as the shininess and reflectivity of the skin.
The Subdermal map can be Simple (just veins and redness) or Adaptive. Adaptive mode will automatically add blue, red and yellow hues depending on the anatomy of the Transhuman's body (crests and cavities), adding an extra depth to the skin.
Scars and Tattoos
Transhuman4Blender can add and utilize a wide variety of skin decorations and skin conditions, that can be loaded and applied under the 'Scars' section of the SKIN SETTINGS Panel.
As a default, Transhuman4Blender comes with two decorations: SM5 Freckles 1 Scars and SM5 Sexy Scars.
We have several more decorations, scars and tattoos available in the Transhuman page. To add them into your Transhuman file, simply import the images (for Tattoos) or the Scar material group, and select it from the dropdown.
💡 In order to appear in the dropdown properly, all skin conditions and decorations must be labeled with the 'Scars' suffix.
You can activate Scars and Tattoos, and manipulate how they appear, to add extra details to your Transhuman's skin.
You can blend the scars, increase the bump, increase the color intensity and the brightness.
You can also load your own tattoo image texture, or paint directly into the included tattoo image.
Appearance - FACE
In the APPEARANCE - FACE section you'll find many subsections full of sliders, that will allow you to achieve any face you can imagine.
The Base section features 5 female face shapes and 5 male face shapes. These face shapes are representative of different ethnicities, and all have unique features that make them memorable.
You can choose to use these faces as they are, or use them to add just a touch of uniqueness to your creation. You can also mix and match, no matter the gender or the column they're set in. They all blend perfectly and add a layer of complexity to your Transhumans!
In the Face section you'll find many options to customize the overall shape of your Transhuman's face, the size of the face/head, the curvature of the profile, etc.
In the Cheeks section you can control the amount of protrusion of the cheekbones, as well as adding hollowness.
In the Chin section, you'll find all the options for shaping your character's chin.
The Jaw section control the thickness of the jaw, as well as the protrusion of the jaw bones.
The Neck section has options for controlling the girth of the neck, but also the shape of the jowl.
The Eyes section has a wide range of options, from size, rotation, spacing, to controlling the shape of the tear duct. In this section you can also control the position of the eyeball by itself, in case it becomes misplaced by the sum of the other sliders.
The Brow section deals with the eyebrows position and shape. It's useful to add character, or to modify the eyebrow shape without having to edit/groom the hair curves themselves.
The Nose section has many option, and they are great to achieve any nose shape imaginable by controlling the glabella, the bridge, the supratip, the tip and the wings shapes/rotations/positions.
In the Lips section you have all the sliders needed to fill, thin, and reposition the mouth of your Transhuman. You can also modify the shape by playing with the tubercles, clefts, and creases.
The Ear section offers options to change the position and size of the ears (using it with the Anatomy Checker is a great way of achieving a correct anatomy and facial proportion.) You can also add pointy ears to your Transhuman!
💡 The sliders that feature the symbol ± have a range from -1 to 1, while the sliders with no symbol, or the symbol + have a range of 0 to 1.
In the MODIFIERS panel below there's an option to randomize all the face values to achieve a tremendous amount of variations with just a few clicks! 👀
(See the Modifiers section for more details)
Appearance - BODY
As a default, Transhuman4Blender displays a body that is meant to be genderless, and has a complexion intended to be of no ethnicity.
To create the basic shape, we averaged the bodies of 10 women and 10 men of various ethnicities and body types. The averaged result was ZERO.
ZERO is a blank canvas in which you can project any person or idea you might have, and watch it come alive with the power of Blender.
After modifying the eyes and skin colors, and designing the perfect face for your Transhuman, is time to make the right body to go with it.
The first thing we are asked in the Body panel is to choose a base for the body.
The bases are separated into Female (F) and Male (M), but all the shapes are interchangeable (more on that later).
Begin by selecting the gender of your Transhuman. A number of 1 means 100% influence.
You can either go for 100% influence, or try with lesser amounts to achieve other interesting body types.
Then, you can add or remove weight, or make them muscular, or all at once!
No matter what you choose, the body will always look good. The gender you choose for the base also doesn't matter, in the sense that you can at any time add from the opposite gender, and the result will still look great as long as you keep the sum of all values between 1 to 1.5 (higher values might produce results that are too extreme or cartoonish).
Adding Age will add a layer of wrinkles to the face and soft sagging to the whole body, as well as color the skin with freckles and natural stains to evoke older skin.
Once you have decided the overall shape, you can finetune it with the second set of sliders, to manipulate the Breasts, the Waist, the Hips, and the Shoulders.
Last step is to select a unique shape of Hands and Feet. Here you can lean for a more masculine/feminine proportion ration, elder, neutral, or increase the length of the nails.
Gender Definition Ratio (Optional)
There is an option, at the bottom of the BODY panel, that you might want to check in the event that your Transhuman's anatomy does not look 100% like you expected.
The adding and removing of mass, as well as the mix between gender specific shapes is automatically calculated by the plugin depending on your choices. But it can happen, in some cases, that the ratio doesn't match your vision.
In this panel, you can help the plugin define the features of the Transhuman's gender by moving the slider towards the F (for a female effect) or towards the M (for a Male effect).
👍 It is recommended to check the final body in render preview mode with a Subdivision level of 1 or 2, to make sure the anatomy looks correct. If it doesn't, adjusting the Gender Definition Ratio will help with artifacts and strange anatomical features.
💡 Don't be afraid to mix shapes from both Female and Male columns. The final gender will be determined by the Gender Definition Ratio, so it's very useful to add muscles, weight +, or weight - from the Male column into a Female character, and vice versa, to achieve a specific body type.
Transhuman4Blender is capable of creating any character you can think of, but there are times that you want to spice things up, especially if you are using more than one Transhuman in your scene. For this reason, we have included the option to import Personas.
Persona is an alternative base mesh, that will replace ZERO when active, but it will continue to work with all the sliders, modifiers, and customizers.
[TO DO: ADD FULL BODY IMAGE OF SEVERAL PERSONAS]
Examples of Personas
Each Persona includes a new skin, new eyes, and a new displacement map, that will dramatically change the overall look of even two identical Transhumans.
Even more flexible! (Playing with the options)
Persona is not limited to replacing the original base character with another. It's designed to be fluid and flexible, to maximize the range of human variations that one can achieve.
In the Persona panel, you can choose which parts of the imported Persona you want to utilize, and how you want to combine them.
You can, for instance, change the Skin, Eyes, and Displacement, but continue to use the mesh of ZERO:
Using the Blend Original Face Features slider, you can use the new skin without changing the original facial features:
The Blend Original Face Features slider can also change the appearance of the imported Personas (second image is each Persona's original):
You can experiment and use different of different Personas to obtain even more Transhuman variations!
How to use Persona
To activate Persona, you must first import it into your scene. We have several Personas available in our Shop, as well as a free one for keeps.
Using your coupon, go to our shop, select the Persona you like from our catalogue and download it. Save it in your drive.
In your Blender scene, load a new Transhuman (if you haven't already), and select the folder Persona in the Outliner.
Import a new Persona into your Blender scene going to File → Append → Select the SM5 Persona file → Collection subfolder → SM5 Persona - Name*
A new base mesh will appear in your scene. You can either hide the Persona folder pressing ; hide the mesh selecting it and pressing H in your keyboard; or give the new mesh a fake user and delete it.
Activate the Persona toggle in the Plugin's menu, and from the dropdown now you will see a new base mesh, skin, and a displacement. In the Eye Color section, at the top, there will be a new eye color as well.
Persona provides a lot more flexibility, since it can still be edited the same way as the default ZERO. It can also utilize the Randomizer for face discovery, the skin color options, and the body shape, gender, and age modifications.
There are several modifiers we can use to manipulate our Transhuman and achieve cool effects:
As you can already guess by the name and the icon, the sliders in this section control the subdivision level of your Transhuman for the viewport and for the render.
It's convenient, but it's also very important to control the subdivision from this panel rather than from Blender's Properties panel, to avoid instability and failure with the other modifiers (mainly the Surface Deform) ⚠️
The Face Randomizer is a great tool for character design and discovery!
There are two modes: Standard and Progressive.
The Standard mode allows you to randomize the face of your Transhuman by simply clicking the Randomize button. Each time you press Randomize, a new variation will appear, and will override any previous values.
The Progressive mode will randomize the existing values, being greatly suited for finetuning an already created face, or a randomized face that you think can be improved.
You can control the amount of variations with the Harmony / Chaos slider. Higher values (Chaos) will generate more extreme features, and lower values (Harmony) will create more realistic proportions.
Randomize Preset let's you choose a specific saved preset as a base to Randomize.
In this mode there is not much difference between Standard and Progressive (because the Randomizer used the selected Preset as base).
Smooth Anatomy and Facial features
As the names states, this slider is useful to smooth artifacts and strange anatomy resulting from extreme customization choices, and attempt to return the mesh to a more neutral state.
This tool is especially useful when randomizing characters with a high amount of Chaos.
👍 This option is safe to use, since it will only affect the state of customization (face and body), but never the pose or the animation data.
Bind Finished Transhuman
If the previous modifier smoothed the customizations only, this option will smooth the artifacts and deformities caused by posing and animating.
In order to achieve the best results possible during animation, you must bind the finished Transhuman in T-Pose by clicking the BIND button.
Once it's bound, the anatomy of your Transhuman will behave realistically at all times, even in the most extreme poses.
If you decide to change the Transhuman's anatomy or face, remember to press the same button that now reads UNBIND.
Once you finish editing your Transhuman, you can bind it again at any time.
Dynamic Breasts is a modifier designed to add an extra layer of realism to your animations with Transhuman.
Once you have the scene setup and all the animations/customizations committed, it's safe to activate the option.
Since Dynamic Breasts is (for now) a cloth modifier, it's important to take the following into consideration:
- Activate at the first frame to avoid explosions of the mesh
- Needs to be baked (for better results, bake before hair and clothes)
- Once baked, edits of the mesh and facial mocap animation are no longer possible, unless the bake is deleted (must bake again once all edits are final)
To add an extra layer of realism to your Transhuman renders, activate the toggle in the Dynamic Wrinkles section of the Modifiers panel.
Dynamic Wrinkles are calculated in real time and don't require baking.
The wrinkles will appear in all the parts of the body that are being pinched and compressed, such as the belly, the neck, the armpits, the inner elbows and knees, and the face.
If you wish to adjust the result, you may do so in the settings in Blender's Properties panel (Dynamic Wrinkles modifier tab)
Transhuman4Blender comes with an anatomically correct mouth cavity, with proper gums, tongue, throat, and teeth.
The mouth cavity is integrated in the body, and it responds to the customization edits, but there are certain edits that are related to the teeth in particular, and you can find all those in this the Teeth Panel.
The first setting is the Denture Height. After you have completed your Transhuman's design, you can check the denture's position, and adjust it if it's too high or too low.
The best way to check is to activate the Face Rig option in the Armature Panel, and select the 'Smile Teeth' pose from the animation library. Now, with the denture visible, you can preview the render and adjust the height.
Teeth Age adds yellowish-brown color to the teeth and Color Saturation decreases the saturation. Playing with the settings it's easy to achieve natural enamel colors.
The Gap option add a gap between the front top or bottom teeth.
Crookedness rotates and turns some of the teeth to break the evenness and add an extra level of realism.
In the Shape panel you can change the size and the length of the teeth.
Fangs increases the length of the fangs in the top or the bottom.
Missing Teeth removes the selected tooth (identified by the Dental Chart Number). To remember which is which, picture the toggles like they are the teeth facing forward: the numbers 8 and 9 are the center top teeth, and the numbers 25 and 24 the center bottom.
The Make-up panel is very extensive, and it has tons of options to create the most beautiful make-up effects!
To apply make-up to a certain portion of the face, simply enable the toggle and edit the colors, the Amount (fade, opacity), and the Gloss/Matte, and Metallic effects.
The Base option adds color to the face to even out the surface. It is great to achieve a smooth, perfect skin effect.
You can choose any color you like in the color picker. To select the best match for your Transhuman's skin, switch the render preview to Diffuse Color.
Expand Base will increase the area of paint to the neck and part of the chest. On the back of the neck it has a three line shape (Sanbonashi (三本足)) in the fashion of the Japanese Maiko.
Base Thickness regulates the amount of color applied.
Contouring adds dark and light colors to the base, to accentuate the facial shapes.
The Blush is divided in three portions: The front center of the cheek (1), the cheekbone (2), and the hollow space under the cheekbones (3).
Thickness makes the area larger and more dense. Metallic Effect adds metallic reflections. Glossy/Matte adds a wet/dry look to the paint.
Lips, Lip Liner
In the Lip section you can choose the lipstick color, the amount, how metallic it is, how glossy/matte...
There is also an option of adding Lip Gloss, which will simulate a thick layer of transparent gloss over the lips, smoothing the lip details just like real gloss would.
The Lip Liner has its own color picker too, and besides having all the same options as Lips, it has one extra option to smudge the border, great for blending and making lip color gradients!
Eyeshadow Lid, Lower Lashline, Inner Corner, Outer Corner, Highlight
The Eyeshadow is split in several subpanels that correspond to the parts make-up artists follow on their workflow.
- The first part is the Lid. You can add just one color, or divide the lid in three sections (inner corner, center, and outer corner) for gradations.
- The Lower Lashline works in the same way, being divided in one main section, and two extra coloring layers towards the tearduct and towards the eye corner. There is one extra color slot for smudging the color down towards the cheek.
- Inner Corner lets you add gradients of color in the areas closer to the nose, the tearduct, and close to the eyebrow.
- Outer Corner adds extra gradients on the out side of the eye and towards the eyebrow, perfect for smoky eye effects!
- Highlight colors the space between the Lid and the Eyebrows. This area is good for adding soft colors and highlights. There are also three layers of paint: The global one (that covers all the area), Crease (for the area nearest the nose), and Contour (for the outer part of the eye).
And just like in every other panel, there are options for glossy/matte, smudging, fading, and metallic effects.
There are 12 Eyeliner strokes available: T1-6 for the Top and B1-6 for the Bottom.
You can choose the color, the Amount, the Metallic, and the Gloss/Matte effect.
The facial paint is really just three slots of special make-up for three parts of the face: The forehead, the eyes, and the jaw.
It's useful to make war paint, sci-fi, and other spiritual, ritual face paint.
The Eyebrow panel hosts a dropdown menu with a list of eyebrows that are designed to match the shape of the existing eyebrows in the Hair & Fur panel below.
If you activate the eyebrows make-up, you must make sure it matches the one in your Transhuman's Hair & Fur section (the plugin doesn't do it automatically, for now)
Beside the shape, you can manipulate the amount, the smudge, and change the color!
In the Nail Polish section you can add nail polish to the hands and the feet of your Transhuman.
Specify the Amount (transparency of the paint), select the Color, make it Metallic. With the Roughness slider you can achieve a matte polish effect.
Coat adds a shinny reflective effect to the surface. The slider maximum is 1, but you can input higher numbers to make the nails even more reflective!
Glitter adds a glittery effect on top of the color.
Finally, you can increase the Nail Length. This slider is connected to the Nail slider in the Body Panel, so changing one will update the other.
The Wig panel has option that control the color of your Transhuman's hair. These options, along with other customizations, can all be saved in the presets, allowing you to load your saved Transhuman's with their own custom Hair Color.
The first toggles allow you to hide the Wig in the Viewport and or in the Render.
Next we have the color options. You can specify the Color of the Scalp and the strength (opacity, thickness of the hair). This option is great for hiding bald spots that might show through the hair, by darkening the scalp to match the desired hair color. The maximum value of the slider is 1, but you add higher numbers if you need a greater coverage.
Main Color is the dominant color of your Transhuman's hair.
The Root Color toggle will activate the color of the roots, which you can then select. You can spread the root color and make it sharp or smooth using the sliders in the Root Spread. Invert will switch the coloring from the Root to the Tips.
Add Highlights will add a secondary color to the hair color. It's very useful to add grey hairs or color variation. You can control the amount of highlights with the h slider.
If you make a new hair, please use the included "SM5 Hair Particle Material" for this panel to work 👌
All the hairs are curves, but we are working on the development of a new plugin that will automatically turn all the hair in the body (including body hairs) to mesh for those who need to export only geometry characters out of Blender or render in Eevee.
Hair & Fur
The Hair & Fur section controls the hair in the body that is not Wig.
The first toggle allows you to Hide the hairs from view to speed up the computer.
All the hairs are curves, but we are working on the development of a new plugin that will automatically turn all the hair in the body (including Wig) to mesh for those who need to export only geometry characters out of Blender or render in Eevee.
In the Eyebrows section you can choose the color of the hair. This color picker is linked to the one in the Makeup section, so changing one will change the other.
Next you can choose the Eyebrow shape you wish your Transhuman to have. There are currently 5 designs you can choose from.
You can also change the Hair Amount, the Hair Spread (separation), the Thickness of each individual hair curve, and add Noise to make the eyebrows messier.
There are also five low-poly mesh eyebrows to choose from, with very similar shapes to the curve . These are great for exporting, or for rendering in Eevee.
In the Eyelashes panel you can choose the Color, the Hair Thickness, the Length, the Hair Amount, the Spread, and the Clump.
This choices are also saved when you make a new present.
Beard & Stubble