Using Digital Humans

Introduction

Using the Digital Humans feature allows you to create a configuration that can be used to generate a number of varied actors for use in simulations. They can be placed individually, or used with a generator.

Digital humans features

Editor_ Digital Humans.png

Side menu
Load menu
Body configuration
Actor clothing and attachments
Face configuration
Permanently shown
Actor title - save name of the digital human
Base model - The model that will be modified
Save Options
(Optional) Select a existing digital human - This option allows you to update an existing model you have made for your scenario
(Optional) Load - You can load a digital humans from another scenario
Save - saves the configuration
Body configuration
Ethnicity - you can calibrate the ethnicity that the model will represent by checking and unchecking these options
Configuration slider
Slider title
Slider type - either a single figure or a range of figures that will be randomly selected when the model is initiated
Slider
Human assets
Current weighting
Edit weighting
Asset preview
Asset title
Edit asset weighting
Cancel - cancel weight edit
Confirm - confirm weight edit
Weight slider
Current weight - weighting before being edited
Dropdown menus
Area dropdown
Area title
Number of sub-categories
Sub area
Sub area title
Set zero - Sets all assets in the sub area to zero (none of the asset will be used)
Number of sub areas
Model controls
Random - button that randomises the displayed model based on the configuration
Configuration slider - slider that allows you to alter individual elements of the configuration

Guide

Creating a Digital Human

  1. First you need to make sure that you have installed the digital human models. Open the launcher and use the left hand menu to select Asset Packs (Launcher 2).
  2. In the asset packs you will find packs with names like MT Configurable Man, MT Configurable Woman ect. Install these packs.
  3. Now use the launcher to start the Editor and start a new or open an existing Scenario.
  4. Once this has opened, in the top menu click the "Digital Humans" item (Fig.3 - 5).
  5. The first action is to select a model. In the right-hand sidebar and click on the dropdown marked "choose a base model" (6) and select a model.
  6. Once this has loaded, you should see the human in the main screen. At this point you can give this human a name (5) and save it (9) but lets look at the options and how to manipulate them.

Characteristics

When you first select a model, the characteristics menu will be populated in the sidebar. Here you can control the body features and the ethnicity of the model.

Ethnicity

The ethnicity (10) can be restricted by unchecking the boxes of those you do not want represented in this character. These are preset characteristics that can be finetuned using the other tools offered in this interface.

Monk Skin Tone Scale

We use the Monk scale when setting skin tone. the ethnicity checkboxes controls this value to an extent but you can refine these values using the Skin tone slider. You can read more about the scale on this Wikipedia page

Body settings & Facial features

The siders for the other characteristics can be a single value or a range this can be changed to the toggle next to the title (12). The top and bottom values of each characteristic are restricted by the model that has been selected.

Human Assets

Human assets is clothing, jewelry and tattoos that can be applied you any of your model. Each section of the body is split up by area and then divided more granularly by sub-categories. Each are is populated by all the assets available to the model, giving you the most variances but you may want to limit these to do this you need to understand the weighting system used to control these assets.

Weighting

Each item in each sub-category has the same weighting (50). The weighting is a figure between 0 - 100. If all the numbers are the same, each element has an even chance of populating the model when it is initialized, this would be the same if every element was set to 100 they would still appear with the same frequency. The only way for an item to be excluded is to set the weighting to 0.

  • If every item has the same weighting they will appear evenly
  • To exclude an element set the weighting to 0
  • If an item is weighted to 100 and another is weighted to 50, the one weighted at 100 will appear twice as often.
Editing the weighting
  1. Click the edit button (15)
  2. Use the sider to alter the weighting (20)
  3. Click the button with the tick icon (19)

Model controls

At the bottom of the screen sits the model controls. These controls allow values within the ranges set in the main configuration itself e.g. if height is set between 1.34 and 1.56, then the slider min and max values will match those numbers. If a single value is selected for the configuration then the slider is disabled The random button (27), changes to model within the configuration and is useful to spot anything appearing that you do not like, maybe some options need there weighing lowered or taken to zero. The siders (28) then allow you to test out each individual configuration, to make sure there is nothing to extreme.