Development news

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]

Roadmap update!

13 November 2016

Published the estimated roadmap from vers. 1.5 to 1.8 [Read more...]

Version 1.4.0a

10 November 2016

Just released the 1.4.0a to fix the compatibility with Blender 2.77. [Download]

Facebook official page

If you like the lab...

For comments and more, please visit the official Facebook page. [ Visit it]

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]

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...]

Gallery update

07 October 2016

Update for 1.4 W.I.P. The female elf. [Visit the gallery...]

Gallery update

24 September 2016

Update for 1.4 W.I.P. Improvements in pose system. [Visit the gallery...]

Gallery update

19 September 2016

Update for 1.4 W.I.P. New UV layout and new textures in action! [Visit the gallery...]

Gallery update

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]

Gallery update

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]

Gallery update

27 June 2016

New test for the skin shader 1.3 [Visit the gallery...]

Archive

Since Jan 2016

See the full development history. [Visit the archive]

Manuel Bastioni Laboratory

The aim of Manuel Bastioni Laboratory is to bring you a set of advanced tools to turn your Blender in a powerful laboratory for characters creation.

This software is based on the 15 years experience gained during the realization of various 3d graphics projects and CG humans and collects new algorithms, prototypes and unpublished python scripts developed by Manuel Bastioni.

 

With few clicks in Blender 3D now you can

The software is available for download here.

 

100% Open Source and Free under AGPL license.

The lab includes a powerful skin editor that automatically creates the displacement maps according to the character meta parameters (muscle, tone and age values).

Fuzzy logic algorithm for interpolation permits to mix the parameters in real-time.

 

The lab is not only a tool to create photorealistic characters.

It also can generate a variety of special characters, like anime, elves and more.

 

Also it provides a library for the anime "shojo" characters, in classic or modern style.

 
Characters
 

Models include a standard skeleton and a well tested rigging, developed in order to match most of external applications and motion capture files.

The skeleton is auto-fitted to morphings, without needing of geometry helpers.

Manuel Bastioni Laboratory provides a library of poses for a one-click pose

 

The new generation topology includes eyebrows, teeth, tongue, eyelashes, gum, and eyes as part of main mesh in order to morph them and easily export them in external software, without dealing with fitting/compatibility issues.

Meshes are optimized for subdivision surface and sculpting.

Their topologies are studied to include many details (collarbone, elbow bones, ankle bones, main muscles, etc.).

 

Anthropological phenotypes library

Phenotypes
 

Algorithm to modify and finish the morphing in order to fit the expressions to the face shape.

Morphings can be converted in standard Blender shapekeys.

 

Automatic generation of random characters: introduction of special constrains, to allow the possibility to keep constant the characters heritage.

morphings
 

Experimental algorithm for proxy fitting to create with one-click clothes that automatically fit the characters and their poses, without needing of vertgroups, weights or skeleton.

Clothes fitting

This algorithm handles complex cases, like rigid fitting mixed to dynamic fitting.

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