But it doesn't always get it right

On the subject of copyright, I did do some digging into copyright law out of interest. In the UK, copyright on photos is generally owned by the photographer for their life plus 70 years after death for images taken after 1989 and their life plus 50 years for images taken before 1989. After that point the images become public domain. Rules in other countries will be different.Paul_in_Ricky wrote: ↑Sat Oct 04, 2025 12:49 pm Impressive model from such an apparently poor image.I wonder how long it will be before they detect copyright information and refuse to process it ?
That is brilliant. It is clearly going in the right direction! That female figure is very usable - without the loom - but of course the loom is also interesting. Weaving was a cottage industry in victorian times so appropriate even in the Slate mining areas. I can just see a row of weavers cottages with windows in the roof, with the looms and weavers visible on the top storey - alongside the railway. That has set me off on another tangent!philipy wrote: ↑Sat Oct 04, 2025 11:13 am Good as it is for generic type pictures of figures, I've been a bit disappointed with the way that Meshy distorts photos of real people. However, by accident it has just nearly blown my mind!
I came across a picture on Alamy of a girl operating a Victorian cotton mill. Thinking of Trevor wanting female workers, i downloaded the picture and roughly edited her out and bunged it into Gemini. For some reason, it deleted most of the background but left part of the loom in. Not expecting anything usable, I loaded it into Meshy anyway, and Wow!
Screenshot 2025-10-03 21.38.10.png
2nd optimised.gif
I wasn't expecting anything usable, but merely some garbage to edit out. i doubt it would print well though, because there is just too much that is too small to support. It does potentially open up possibilities though. F'rinstance, how about a signal man and all of his levers, printed as one unit?
I've only had a short play with this. My impression is that we should get the pose very close to what we want, with the constraint of keeping limbs apart from the body. I think if you try to make drastic pose changes controlling mesh distortion becomes difficult, if not impossible. So it's probably best thought of as a fine adjustment, rather than a complete blank page for posing.Durley wrote: ↑Thu Oct 09, 2025 2:36 pm That’s something I’ve still to try Paul but sounds promising. Did you start with a T pose for the figure to be repositioned in Blender, or is that not necessary? Can Blender reshape hands or do you need to have the hand shape pre-determined (open hand, gripping, etc.)?
Indeed that's what some software sees them as. However I think there's some curiosity about the size data that causes some software not recognise that or can't handle it (as seems to be the case with Bambu Studio) and needs resizing. Blender reports the height as about 5.7m for the sitting man I've been working on, but the output STL is just 65mm high, I don't pretend to understand that.Interestingly and contrary to what you are finding, all the figures I have downloaded as STLs from Meshy are huge, the default appears to be 10m tall unless I resize the model when downloading.
OK, I tried again, and the bonifying does work.This is a Gemini created image based on a scan from a figure in a book. Once happy I then told it to make into a T-pose, then processed through Meshy and then rigged in Blender and posed! The posing is quick and crude just to prove to myself that it does work. I've got no idea why I had a problem before.
Yes, it does work quite well for that. Back in 2019 I had a project to build a weird little contractors loco (viewtopic.php?t=13763&hilit=chingford&start=100) and I made a crew for it by creating figures in MakeHuman and then posing them in Blender ( the link that Paul posted earlier). It means that you can create realistic poses that would never be available in any other way,i.e the fireman hanging out of the side as this loco reverses, and although you can't see it, the driver is actually holding the regulator. I have made a crew for my F&B 0-4-2 but now that we have the Gemini/Meshy option I'm going to redo them because it's more realistic than Makehuman. However, unless you are a total masochist, "learning" Blender is impossible and not even worth thinking about. All you need are a few basic functions/commands and then follow my tutorial ( he says modestly). That will get you to be able to pose stl's
Duly noted!!! I’ve previously kept clear of Blender thinking of it as more of an artistry tool and therefore outside of my engineering comfort zone.
That's excellent. I must give that a try when I get back home.philipy wrote: ↑Fri Oct 10, 2025 6:03 amOK, I tried again, and the bonifying does work.This is a Gemini created image based on a scan from a figure in a book. Once happy I then told it to make into a T-pose, then processed through Meshy and then rigged in Blender and posed! The posing is quick and crude just to prove to myself that it does work. I've got no idea why I had a problem before.
The only thing I'm not happy about is that I wanted him to have an open neck shirt and neckerchief, but Gemini wouldn't let him have a bare chest and Meshy insists on giving him a collar and tie! I can see some surgery coming.![]()
Posed - Before & After.jpg
Good that you've sorted out the boning problem. Although that illustration could be a good example of why you shouldn't try to move limbs too far as the elbow and shoulder joints look rather distorted.
Gemini is weird sometimes. It will get in a loop and just repeat the same output despite prompts asking it to change. Saving the output of a 'stuck' chat and putting it into a completely new chat sometimes resolves this. It's as if you're just talking to someone completely different that understands what you want., but Gemini wouldn't let him have a bare chest and Meshy insists on giving him a collar and tie! I can see some surgery coming.![]()
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