21 February 2017
The new female elf prototype. [Read more...]
9 February 2017
The new caucasian male prototype. [Read more...]
2 February 2017
Teeth and tongue shader and textures. [Read more...]
Facebook official page
If you like the lab...
22 January 2017
A new character to test the lab technology. [Read more...]
16 January 2017
Improvement of Asian female prototype. [Read more...]
9 January 2017
Improvement of Caucasian female prototype. [Read more...]
31 December 2016
Improvement of Caucasian male prototype. [Read more...]
24 December 2016
More details, more realism for base templates. [Read more...]
Testing the retarget feature for 1.5
10 December 2016
A short video with the results of the new retargeting system. [See the video]
Gallery for 1.5 WIP
18 November 2016
New room in the gallery: The work in progress for vers. 1.5. The new skin shader. [Visit the gallery]
13 November 2016
Published the estimated roadmap from vers. 1.5 to 1.8 [Read more...]
10 November 2016
Just released the 1.4.0a to fix the compatibility with Blender 2.77. [Download]
Official Youtube channel
If you like the lab...
This channel collects videos about the development of my open source projects related to 3d humanoids, computer graphic and Blender [ Visit the channel...]
Version 1.4.0 !
03 November 2016
The new version 1.4.0 is available! [See the release notes]
W.I.P. new proxy system for lab 1.4
14 October 2016
A video preview of the new proxy system for clothes and hair fitting. [See the youtube video]
07 October 2016
Update for 1.4 W.I.P. The female elf. [Visit the gallery...]
24 September 2016
Update for 1.4 W.I.P. Improvements in pose system. [Visit the gallery...]
19 September 2016
Update for 1.4 W.I.P. New UV layout and new textures in action! [Visit the gallery...]
10 August 2016
New gallery for 1.4.0 Work In Progress! [Visit the gallery...]
Video introduction to 1.3.0 !
30 July 2016
A quick video introduction to the new features of vers. 1.3... [See the video]
Version 1.3.0 !
25 July 2016
The new version 1.3.0 is available! [See the release notes]
20 July 2016
Improving the skin shader 1.3 and working on male textures [Visit the gallery...]
W.I.P. new expressions for lab 1.3
09 July 2016
A video preview of the new expression library and shaders for inner mouth. [See the youtube video]
W.I.P. skin editor for lab 1.3
01 July 2016
A video preview of the skin editor tool that will be included in lab 1.3 [See the youtube video]
27 June 2016
New test for the skin shader 1.3 [Visit the gallery...]
Since Jan 2016
See the full development history. [Visit the archive]
Frequently Asked Questions
0 - General questions
1 - Using the CC-BY 4.0 license for models generated with ManuelbastioniLAB
These are just some clarifications about my interpretation of (and not a substitute for) the license. You should carefully review all of the terms and conditions of the actual license before using the licensed material.
1.5 - I used ManuelbastioniLAB to generate a 3d human, assuming CC-BY 4.0 option, then I modelled by myself 3d clothes and 3d hair. The texture were also painted by me. Can I release the resulting character with my own license, for example including restrictions to copy and redistribute it?
1.7 - My character contains some parts generated using ManuelbastioniLAB. According to the license, they are used under CC-BY 4.0, but the rest of the character (hair, clothes, textures) is created by me. I want to sell the resulting model: What is the best way to handle this case in my character license?
2 - Modelling questions
3 - Rigging questions
0.1 Can I use the models created with ManuelbastioniLAB for commercial 2D comics, 2D videos, 2D illustrations?
Yes. Rendered two-dimensional images or two-dimensional videos of a scene that includes 3D models generated with ManuelbastioniLAB are not considered a derived product of the licensed 3D database and 3D base models.
Due to many factors (i.e. the transformation from 3D space to 2D space, the position and the type of camera used, the other 3D elements included in the scene, the position and type of lights, the post production, the composition of multiple characters, the path of the camera, ecc.) the original 3D data is fundamentally modified and transformed sufficiently that it constitutes an original work.
For this reason, the author of the 2D rendering is the sole copyright owner of 2D image/video created by him and the sole responsible for the use of his 2D image/video.
0.1 When downloading it I did not get a zip file but a folder with a lot of files and trying to install it in Blender does nothing. Can you help me?
Some browsers, for example Safari, have an option to decompress zip files automatically on download. You should change this in your preferences.
1.1 Can I sell models created with ManuelbastioniLAB if I choose the CC-BY 4.0 option?
1.2 Can I include models created with ManuelbastioniLAB in my closed source game, if I choose the CC-BY 4.0 option?
1.3 What should I do to respect the CC-BY for models generated with ManuelbastioniLAB?
Example of scenario: John creates three characters using ManuelbastioniLAB then John adds some alien clothes, hair and morphings modelled by him and puts them in his own closed source game, released with his "John's license"[*]
John must put in a visible place, for example in game credits or in game license a statement like this one:
"The 3d models A, B and C are generated using the open source tool “ManuelbastioniLAB” so A, B and C are derivative of the characters created by Manuel Bastioni (www.manuelbastioni.com) and are licensed under CC-BY 4.0. The alien morph, alien clothes and alien hair are created by John."
This is a good attribution, because Title, Author, Source, Changes and License are all noted.
*The adapter license ("John's license" in this example) must respect the CC-BY "No additional restrictions" terms: You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. (In particular see the section 2(5) and 3(a)(4) of the CC-BY 4.0). Also the CC requires the description of the custom changes and the parts added by you, as in the example above.
1.4 Can I add license restrictions to models created with ManuelbastioniLAB, if I choose the CC-BY 4.0 option?
No. When you receive material under a Creative Commons license, you may not place additional terms and conditions on the reuse of the work. This includes using effective technological measures (ETMs) that would restrict a licensee’s ability to exercise the licensed rights.
1.5 I used ManuelbastioniLAB to generate a 3d human, assuming CC-BY 4.0 option, then I modelled by myself 3d clothes and 3d hair. The texture were also painted by me. Can I release the resulting character with my own license, for example including restrictions to copy and redistribute it?
See FAQ 1.3 above. In particular the note in the blue rectagle.
1.6 My game contains some models generated using ManuelbastioniLAB, while code, assets and music are created by me. How to handle this in the license of my game?
See FAQ 1.3 above.
1.7My character contains some parts generated using ManuelbastioniLAB. According to the license, they are used under CC-BY 4.0, but the rest of the character (hair, clothes, textures) is created by me. I want to sell the resulting model: What is the best way to handle this case in my character license?
See FAQ 1.3 above.
1.8 Why have you used the CC-BY? It has the "No additional restrictions" that limits my freedom. Why not the CC0?
This clause is required in any serious license to preserve the freedom of the users.
What will happen without it, for example, if 10 users generate the same character (using the same preset for the characters library, for example)
and one of them puts the effective technological measures on it? Should the other 9 ask his permission to use their character?
No, because the CC-BY fixes this problem with its "No additional restrictions" clause: nobody can add additional restrictions to the models generated with the lab.
Any user can include a CC-BYed character in his commercial or non commercial product (respecting the attribution, of course), protect his product with his license, but his license can't restrict the freedom of other users that want to use the same model.
A clause similar to this one is present practically in any commercial license, because, for example, if someone buys a model from a 3D store, he can't prevent others from buy the same model and use it for their purpose, and of course he can't complain that now the 3D store is selling his model!
Note that a similar restriction is implicitly applied to things released in Public Domain.
You can't get something released under Public Domain (for example with CC0) and put your copyright directly on it, because this will prevent others from using it.
Basically you can't say "this CC0 model now is mine and from now on nobody else can use it", because you are using a model that is... under Public Domain!
In other words, you can use a CC0ed model in your commercial package but you can't limit the freedom of others that want to use the same CC0ed model: anyone has the right to use something released under Public Domain.
So, under this point of view, the principal difference between a CC0ed model and a CC-BYed model is only that the latter requires the attribution. You can use a CC-BYed model in your commercial package that use your own commercial license, but your license can't prevent others from being free to create a similar model using directly the lab. For these reasons I choosed the CC-BY license.
2.1 Is there a way to have two characters in the same scene?
ManuelBastioniLAB is not designed to work on multiple characters in the same scene.
The software is focused on a professional pipeline, where the design of the character occurs in a step completely separated from the animation phase.
Basically you have to think to ManuelBastioniLAB as a separate software, designed to work on one character at time, in order to create the geometry, the rigging, the texture, the clothes and then export it in your folder of characters, ready to be appended in your future final 3d scenes.
There are also many technical reasons for this decision, too long to describe here. To resume in few words: the features are very complex and handle them for multiple characters can potentially create problems, for example the ManuelBastioniLAB morphing system can't be used simultaneously with animated shapekeys and Blender undo system doesn't handle all the lab steps.
2.2 What is the best pipeline to use for create and use characters with ManuelBastioniLAB?
The software is optimised for the pipeline described in the chapter Finalize the character for production scene.
2.3 Why I can't add or delete vertices of characters?
Due to the linear morphing algorithm used to morph the base mesh, the order and the number of vertices can't be altered.
3.1I'm trying to create my own rigging, but when I use Blender auto weighting function, it returns an error. Can you help me?
The auto weighting function in Blender works only on connected geometries. So You have to finalize the character, split it in pieces with connected topology (body, eyes, teeth, etc..) and then rig each piece separately.