Development news

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...]

Testing the lab in Blender 2.79

10 August 2017

Awesome results with Filmic color management and denoising filter [Read more...]

New video preview for the muscle system

04 August 2017

See the preview of the muscle system GUI and how it works for all types of characters. [Read more...]

Preview of the base muscle system for 1.6.0

22 July 2017

A cool video + article to show the prototype of the base muscle system for 1.6.0 [Read more...]

Facebook official page

If you like the lab...

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

New advanced rigging for 1.6.0

11 July 2017

Two new images showing the new advanced rigging system with basic muscles masses. [Read more...]

1.6.0 W.I.P. Hair test

01 July 2017

Dev progress and hair test [

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 W.I.P. Hair library

22 June 2017

High quality 3D hair library and improvements of the proxy system [Read more..]

1.6.0 W.I.P. New expression system

07 June 2017

Article + video preview of the new expression system [Read more..]

1.6.0 W.I.P. New animation correction tool

01 June 2017

A short article + one video to show this new feature under development for lab 1.6.0 [Read more..]

1.6.0 W.I.P. New philosophy in production pipeline

27 May 2017

The lab will be more usable and productive. The article illustrates the main changes in GUI and philosophy. [Read more..]

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]

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..]

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..]

Version 1.5.0!

14 April 2017

The new version 1.5.0 is available! [See the release notes]


Since Jan 2016

See the full development history. [Visit the archive]

Development progress for vers. 1.6.0

Updated: 16 September 2017

To trace a clear outline of the development and ETA, the list below contains the remaining tasks to complete the release of ManuelbastioniLAB 1.6.0. The page is updated very often.

Due to the dynamics of development the muscle system, that was planned for 1.7 is brought forward to 1.6.0, while the texture editor, planned for 1.6.0, is moved to 1.7.0.


Task 6.1 - Update online documentation to 1.5.0


Task 6.2 - Muscle system (face not included)


Task 6.3 - Inverse kinematic support


Task 6.4 - Improvement of skeleton structure

Note: the clavicle will be not modified to keep the standard with most of skeleton structures.


Task 6.5 - Retarget feature for previously finalized models

See also the article Changes in ManuelbastioniLAB 1.6.0: Graphical User Interface, usability and philosophy.


Task 6.5.1 - Fine controls for manual adjustments of retarget


Task 6.5.2 - Expressions as "after creation" tool


Task - Visimes


Task - Unify and standardize the expression elements for humans and anime


Task 6.5.3 - Poses as "after creation" tool


Task 6.5.4 - Animation correction tool


Task 6.6 - Increment of performance when the model is subdivided


Task 6.6.1 - Increment of performance during bake animation


Task 6.7 - Automatic transfer of bone names from bvh to default skeleton


Task 6.8 - Automatic recalculate displacement before save the texture


Task 6.9 - Disable subdivision during animation playback


Task 6.10 - Improvement of expert system for retarget, with a better recognition of fingers.


Task 6.10 - Using an unique base skeleton for all characters


Task 6.11 - Automatic transfer of weights from human to proxy[?]


Task 6.12 - Load proxy as objects[?]


Task 6.12.1 - Creation of a base obj library for hair.

See also the article 1.6.0 WIP: hair library and improved proxy system.


Task 6.12.2 - Collision proxy-body and proxy offset feature[?]


Task 6.13 - Improvement of Dwarf male base and morphings.


Task 6.13.1 - Improvement of feet and tongue anatomy for human characters


Task 6.14 - Improvement of base male proportions (pelvis area)


Task 6.14.1 - Improvement of hands anatomy for human characters


Task 6.14.2 - Improvement of automodelling algorithm


Task 6.14.3 - Fix errors in automodelling database


Task 6.14.4 - Optimize the automodelling database


Task 6.15 - Combo feature for poses[?]


Task 6.16 - Mirror x as default in finalized models


Task 6.17 - Random face elements[?]


Task 6.18 - Morphing database optimization[?]


Task 6.19 - More features in bones database


Task 6.20 - Saturation control in skin shader


Task 6.21 - Reset control in skin shader


Task 6.22 - Check for script dependencies


Task 6.23 - Automatic removal of action if animation is not present

No longer needed due to the new production pipeline philosophy


Task 6.24 - Final quality check


Task 6.25 - Creation of a short 1.6.0 intro video.


Task 6.26 - Abstraction layer for a flexible software (thinking to Blender 2.8)


? The features marked with a "?" can be postponed, since their feasibility is not verified.