mpfb_create_human_from_preset
Build a new Blender character from a saved preset, importing phenotype, rig, garments, skin, and eye materials without altering existing scene objects.
Instructions
Build a new character from a saved MPFB preset: phenotype, modeling targets, rig, body parts, garments, skin and eye materials. It adds a character and changes nothing already in the scene - this is not "load into the current character". Seconds, not milliseconds: it imports and fits every asset the preset names.
preset_name is a name, never a path - mpfb_list_presets reports the
ones that exist, and a miss here comes back with available_presets
naming them.
Each override defaults to null meaning use what the preset says;
overrides in the response reports, per argument, what you asked for,
what the preset held and what was used.
override_rig:"NONE"for no rig, or anyidentifiermpfb_list_rigsreports,custom.*included. Arigify.*preset gives you a meta rig - finish it withmpfb_generate_rigify_rig.override_skin_type:mpfb_set_skin's fiveskin_typevalues, plus"NONE"for no skin at all.override_clothes_material_type/override_eyes_material_type:mpfb_add_asset'smaterial_type, for garments and every body part but the eyes, and for the eyes.load_clothesfalse builds the body and skips the garments.scale: 0.1 metre (MPFB's default), 1.0 decimetre, 10.0 centimetre.material_instances_policy:NEVER,ENHANCEDorENHANCEDMS- which skin types get per-region material slots. Defaults toENHANCED, which is MPFB's preset panel's default rather than theNEVERits service function defaults to; both come back, asmaterial_instances_policy_usedand_service_default.
On created: true (and so performed: true), result carries
basemesh_name, rig_object_name and rig_identified_as,
equipped_assets (kind, name and asset_source per item),
skin_material_identified_as, settings_used (MPFB's own settings
dict, in MPFB's own key names), objects_created and
active_object_after - the selection is not restored, because
deserialization activates what it creates and there is no prior state
to return to.
Read unresolved_assets. A preset that names a garment or body
part which is not installed here loads without it and MPFB says
nothing; that field names each one and the subdirectory it was looked
for in.
Refusals come back as created: false with a blocked_by:
preset_not_found (with available_presets), preset_unreadable,
not_object_mode, unknown_material_instances_policy,
config_dir_missing,
settings_incomplete, and deserialization_failed - the one that is
not a no-op, since a character is built in stages, so
objects_created names what was left behind. Its commonest cause is a
rig the preset names and this Blender lacks: MPFB's rig adders raise
rather than degrade, so retry with override_rig.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scale | No | ||
| preset_name | Yes | ||
| load_clothes | No | ||
| override_rig | No | ||
| override_skin_type | No | ||
| material_instances_policy | No | ||
| override_eyes_material_type | No | ||
| override_clothes_material_type | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||