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...]
Facebook official page
If you like the lab...
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...]
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...]
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...]
22 June 2016
Testing the skin shader for lab 1.3 [Visit the gallery...]
14 June 2016
New images about work in progress for lab 1.3 [Visit the gallery...]
W.I.P. 3 for lab 1.3
28 May 2016
A video preview of the age tool that will be included in lab 1.3 [See the youtube video]
23 May 2016
Added images with work in progress for lab 1.3 [Visit the gallery...]
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gained during the realization of various 3d graphics projects and CG humans and collects new algorithms, prototypes and unpublished python scripts developed by Manuel Bastioni.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
- create human characters
- set the phenotypes
- modify physical parameters
- assign expression
- choose the pose
The software is available for download here.
100% Open Source and Free under AGPL license.
Fuzzy logic algorithm for interpolation permits to mix the parameters in real-time.
Library for the anime "shojo" style girls. In next versions the library will be expanded with more styles and 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
- Caucasian: Central European, Afrocaucasian, East European, North European, Euromediterranean, Euroartic, North West European, West Asian
- Asian: Central Asian, North Asian, East Asian, South Asian, Central American, North American
- Afro: Afromediterranean, Afroasian, Aboriginal, African
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.
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.
This algorithm handles complex cases, like rigid fitting mixed to dynamic fitting.