Week 02 — Digital Bodies¶
1. Research & Ideation¶
In this assignment, I explored the relationship between body and gesture.
My goal was to create a 1:1 scale digital body using MakeHuman, Blender and Fusion 360, and then 3D print a sliced torso.
I was inspired by:
- Classical Greek sculptures for proportion, balance and timeless representation
- Lorenzo Quinn for expressive gestures and emotional meaning in the body
- Haute couture mannequins as a reference for “idealized” human measurements
1.1 Greek Sculptural Inspiration¶

These statues helped me to focus on:
- the torso as a central element,
- soft fabric folds versus anatomical structure,
- and how gesture can exist even in a static form.
2. Tools & Machines¶
2.1 Software Tools¶
- MakeHuman – to generate a parametric human body and control measurements
- Blender – to edit the mesh, clean the geometry and isolate the torso
- Fusion 360 – to slice the torso model for 3D printing
- Slicer / 3D printer software – to prepare the STL for printing
2.2 Machines¶
- FDM 3D Printer – to produce the physical sliced torso model
3. MakeHuman – Body Creation & Measurements¶
3.1 Base Model Setup¶
I started by creating a realistic human body in MakeHuman.
The goal was to approximate a 1:1 scale adult body and then adapt it to my project.
Key settings I adjusted:
- Gender: male
- Age: Adult (around 30–40 range)
- Height: Set close to my own height (around 165–170 cm)
- Weight / Proportions: Slightly adjusted to keep a balanced torso
- Body proportions:
- Shoulder width
- Torso length
- Leg length vs torso

(Screenshot: general MakeHuman body settings panel)
3.2 Detailed Anthropometric Measurements¶
To make the model more precise, I used the Measurements tab in MakeHuman to check and adjust:
- total body height
- shoulder width
- chest / bust
- waist
- hip
- arm length
- torso depth

These values helped me to connect the digital model with real-world measurements and later with the 3D print.
3.3 Exporting from MakeHuman¶
Once I was satisfied with the proportions, I exported the model:
- File → Export → OBJ (.obj)
- kept T-pose to make editing easier in Blender
- saved as
week02_body_makehuman.obj
This OBJ file became the starting point for the mesh editing phase in Blender.
4. Blender – Mesh Editing & Torso Isolation¶
4.1 Importing the MakeHuman Model¶
In Blender:
- File → Import → Wavefront (.obj)
- Selected
week02_body_makehuman.obj - Switched to Solid and Wireframe visualizations to examine the mesh topology.

(Screenshot: full-body mesh in Blender wireframe view)
4.2 Cleaning and Preparing the Mesh¶
To simplify the model and prepare it for slicing, I cleaned the geometry:
- Removed unused vertex groups and materials
- Checked the mesh for non-manifold edges
- Used:
Mesh → Clean Up → Delete LooseMesh → Normals → Recalculate Outside
I then applied basic modifiers:
- Subdivision Surface – to smooth the surface
- Smooth / Shade Smooth – to soften the look of the torso

(Screenshot: subdivision modifier applied)
4.3 Cutting Arms, Legs and Head¶
The goal was to isolate the torso (from neck to upper thighs).
Steps:
- Entered Edit Mode (
Tab) - Switched to Face Select mode
- Used Box Select (B) and Circle Select (C) to select arms, legs and head
- Deleted them with:
X → Delete → Faces
This left only the central torso volume.

(Screenshot: isolated torso after deleting limbs and head)
4.4 Finalizing the Torso & Export¶
After checking that:
- the torso had no holes,
- the mesh was manifold,
I exported it for slicing:
- File → Export → STL (.stl)
- saved as
week02_torso_clean.stl

(Screenshot: final cleaned torso in Blender)
5. Fusion 360 – Slicing the Torso for 3D Printing¶
Following Anastasia’s tutorial, I used Fusion 360 to create vertical slices of the torso.
5.1 Importing the STL¶
Steps:
- Open Fusion 360
Insert → Insert Mesh- Selected
week02_torso_clean.stl - Positioned the torso at the origin and confirmed the scale

5.2 Creating Slicing Planes¶
To slice the model:
- Created construction planes along one axis
Construct → Offset Plane- Repeated the operation to create multiple planes at regular intervals
- Each plane defined the thickness of one “slice”

5.3 Splitting the Body¶
Using the slicing planes:
Modify → Split Body- Selected the torso as the Body to split
- Selected all slicing planes as Tools
- Fusion 360 generated multiple sliced bodies

5.4 Exporting Sliced Parts¶
Finally:
- Turned visibility on/off to check each slice
- Exported the assembled sliced torso as STL:
- Right-click on the body or component →
Save as Mesh - Chose STL format
Saved file: week02_torso_sliced.stl
6. Files for Download¶
All design files are uploaded to my repository for evaluation:
docs/files/week02/week02_torso_clean.stldocs/files/week02/week02_torso_sliced.stl- (optional)
docs/files/week02/week02_body_makehuman.obj
7. 3D Printing & Final Result¶
7.1 3D Printing¶
I imported week02_torso_sliced.stl into the slicing software:
- Checked orientation and supports
- Selected appropriate layer height and infill
- Exported G-code and sent it to the FDM 3D printer

(Screenshot/photo: printed sliced torso)
7.2 Scale Reference¶
To communicate the real size of the printed torso, I photographed it next to a ruler and my hand:

This gives a clear idea of the physical dimensions and helps to compare the final object with the reference measurements from MakeHuman.