16 November 2017
As requested by many users, here is the updated tutorial about how to create and use proxies in lab 1.6.0. [Read more..]
Shapekeys mapping 1.5 -> 1.6
08 November 2017
Since there are various animation systems based on the lab 1.5 that need to migrate to lab 1.6, here is the conversion table that maps the shapekeys 1.5 to 1.6. [Read more..]
Roadmap update for 1.7.0!
05 November 2017
Roadmap update with detailed tasks for lab 1.6.1 and 1.7.0 [Read more..]
26 October 2017
The new version 1.6.0 is available! [See the release notes]
Improvements of teeth and eyes
10 October 2017
Better teeth shader and shape, improved eye shader [See the image...]
High quality expression system 1.6: animation
05 October 2017
1.6 WIP: See the high quality results of the new expression system! [See the video]
Preview-tutorial proxy system 1.6
23 September 2017
Tutorial-preview about the new proxy system that will be included in ManuelbastioniLAB 1.6.0 with two long waited new features to handle skin intersections: offset and auto-mask. [See the video]
New preview of IK and muscles
09 September 2017
Development and integration of IK and basic muscle system completed: see how they work in the new preview. [See the video]
Improvements of anatomy
02 September 2017
Better 3D feet, toes, nails. Also improvements of 3d tongue for professional phonemes animation. [See the image...]
Hair shader and physics
24 August 2017
Testing the hair shader and the best way to use physics with polygonal hair [Read more...]
Since Jan 2016
See the full development history. [Visit the archive]
The technology of virtual humanoids is constantly in evolution, so it's hard to list all the features to implement and the amount of research and time required.
The list below is just the outline of the development. The roadmap is designed to have a release every two-three months.
Features planned for ManuelbastioniLAB 1.6.1 and 1.7.0
Release 1.6.1 will add the hair proxies library and some bugfixes.
Release 1.7.0 will be mainly focused on a big improvement of anime and toon characters.
To know the detailed list of features and the development progress see the tasks progress page.
Features planned for future releases
- Great improvement of the skin editor and materials
- Asymmetry engine for the face. Currently, all the faces generated with the lab are perfectly symmetrical. The asymmetry engine will introduce the possibility to break the symmetry and increment the realism, using a database of the most common variations in human physiognomy.
- Automodelling system to face. First prototype of auto face modelling.
This is a milestone and it will require a big amount of time and research.
The goal is to create a tool based on euristic process that permits to easily model the face of the character using as reference a skecth or a photo.
- Improvement of the measure system.
- Library of texture details
- Library of base clothes
- Character cage
- Softbodies simulation
- Low poly characters
- Special base characters
- Western style toons
- More anime styles
- More advanced muscle system
- Element selector
- Multiple UV layouts
- Teeth modifiers
- Import/export of clothes
- Skin shader for Blender internal
*The features marked with an asterisk can be postponed, depending on the time required by the development of main goal.
*Features marked with the "?" are still under feasibility evaluation.