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 [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..]

Version 1.5.0!

14 April 2017

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

Archive

Since Jan 2016

See the full development history. [Visit the archive]

[Back to development log]

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.

See the video on youtube about the animation correction

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.

The correction angle alpha generated automatically during the motion capture

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".

The correction angle alpha does not work on a different skelton structure

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.

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