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...
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 [Read more..]
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..]
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]
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.