1.6.0 W.I.P. male improvement
17 May 2017
Increasing the correctness of the male anatomy. [See the image..]
1.6.0 W.I.P. IK prototype
11 May 2017
Testing the prototype of IK rigging for characters in vers. 1.6.0. [See the video]
Facebook official page
If you like the lab...
1.6.0 W.I.P. Hands improvement
05 May 2017
Increasing the correctness of the hand anatomy and the realism of hand poses. [See the image..]
1.6.0 W.I.P. Skeleton improvements
02 May 2017
These improvements will greatly improve realism of animations. [See the image..]
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...]
1.6.0 tasks progress page
25 April 2017
The detailed tasks progress page for 1.6.0 is ready and will be updated very often! [Read more..]
14 April 2017
The new version 1.5.0 is available! [See the release notes]
Motion retarget system: video preview
28 March 2017
A preview of the retarget system that will be included in expressions of 1.5.0 [See the video]
Completion of asian female prototype
18 March 2017
Manuelbastionilab 1.5.0 W.I.P: Asian female prototype completed. [See the image...]
Micro movements in the expressions
11 March 2017
A preview of the muscle micro movements that will be included in expressions of 1.5.0 [See the video]
1.5.0 dev progress
03 March 2017
A page to follow the progress of 1.5.0 development [Read more...]
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...]
22 January 2017
A new character to test the lab technology. [Read more...]
16 January 2017
Improvement of Asian female prototype. [Read more...]
Since Jan 2016
See the full development history. [Visit the archive]
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gained during the realization of various 3d graphics projects and CG humans and collects new algorithms, prototypes and unpublished python scripts developed by Manuel Bastioni.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
- create human characters
- set the phenotypes
- modify physical parameters
- assign expression
- choose the pose
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.
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.