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  2. MakeHuman - Wikipedia

    en.wikipedia.org/wiki/MakeHuman

    MakeHuman is a free and open source 3D computer graphics middleware designed for the prototyping of photorealistic humanoids. It is developed by a community of programmers, artists, and academics interested in 3D character modeling.

  3. Reallusion - Wikipedia

    en.wikipedia.org/wiki/Reallusion

    It integrates seamlessly with industry tools for 3D character creation, animation, and rendering, providing an ideal workflow and simplifying the traditionally complex and expensive process of 3D character design. Character Creator features some of the world's fastest 3D creation processes for digital humans and diverse cartoon characters.

  4. Adobe Fuse CC - Wikipedia

    en.wikipedia.org/wiki/Adobe_Fuse_CC

    Adobe Fuse CC (formerly Fuse Character Creator) was a 3D computer graphics software developed by Mixamo that enables users to create 3D characters. Its main novelty is the ability to import and integrate user-generated content into the character creator.

  5. 3D Movie Maker - Wikipedia

    en.wikipedia.org/wiki/3D_Movie_Maker

    3D Movie Maker (commonly shortened to 3DMM) is a children's computer program developed by Microsoft Home's Microsoft Kids subsidiary released in 1995. Using the program, users can make films by placing 3D characters and props into pre-rendered environments, as well as adding actions, sound effects, music, text, speech and special effects.

  6. Poser (software) - Wikipedia

    en.wikipedia.org/wiki/Poser_(software)

    Poser is a single-threaded 3D rendering software package for the posing, animating, and rendering of 3D poly-mesh human and animal figures. it is published by Bondware and supported by Renderosity, a graphic 3D art content store. Poser allows the user to load figures, props, lighting, and cameras for both still and animated renderings.

  7. Daz 3D - Wikipedia

    en.wikipedia.org/wiki/DAZ_3D

    In 2011, Daz 3D moved to the Genesis platform, where instead of each figured being designed individually, they were derived as morphs from the base mesh. Two of the key differences that this technology created were: the ability for characters to be blended into a huge variety of shapes; and, since these shapes were all derived from a common base, add-on content like clothing, hair, and ...

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