Development news

Proxy tutorial

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..]

Version 1.6.0!

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...]

Archive

Since Jan 2016

See the full development history. [Visit the archive]

ManuelbastioniLAB

The aim of ManuelbastioniLAB is to bring you a set of advanced tools to turn your Blender in a powerful laboratory for realistic humanoid 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gained during the realization of various 3d graphics projects and CG humans and collects new algorithms, prototypes and unpublished python scripts developed by Manuel Bastioni.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 free and 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

 

ManuelbastioniLAB 1.6 also includes a versatile muscle system designed with the standard Blender bending bones, in order that finalized characters can work even without the lab.

Also version 1.6.0 provides the Inverse Kinematic controllers for the base skeleton.

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

 

The optimized 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

 

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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