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..]
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...]
Since Jan 2016
See the full development history. [Visit the archive]
1.6.0 WIP: new animation correction tool
01 June 2017
As announced in the previous article, the next release of ManuelbastioniLAB will introduce a new approach to the 3D character modelling pipeline, dividing the production in two phases: creation and after-creation. One of the most useful features that will be added in the after-creation section is the animation correction tool. It permits to easily correct the problems in rest angles.
The video also shows an early implementation of the new GUI, divided in "Creation" and "After-creation" parts.
What are these "problems in rest angles"?
During a motion capture session, for each frame, the system acquires the actor pose and transfers the angles to a target skeleton. If the transfer system uses absolute angles in world coordinates, the resulting animation will automatically include some correction angles, as illustrated in the image below.
These angles are not related to the motion, but to the difference between the actor skeletal structure and the target skeleton: big difference means big "correction" angles.
The "correction" angles are good for a perfect animation with the original target skeleton, but when the animation is transferred to a different skeleton (retargeting) they can be "wrong".
To fix them, it's needed to counter-rotate all the affected bones for each frame. This is exactly what the new feature does. It will be added in ManuelbastioniLAB 1.6.0, and you can see how it works in the video above.