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: hair library and improved proxy system

22 June 2017

The first high quality hair 3D model specifically developed for ManuelbastioniLAB is just completed. It's one of the four base hairstyles that will be included in the library of lab 1.6.0:

Using the proxy system (that will be improved again in 1.6.0) the lab will provide an easily way to load and automatically fit the hair geometry directly from a blend file. According to the new philosophy in production pipeline, the loading of proxies will be moved to the "after-creation" tools, while the calibration will remain in the creation tools.

The challenge of polygonal hair

Some artists asked me why support 3D polygonal hair instead of the Blender particles hair. Well, the particles are cool, but they cannot be directly used in game engines external to Blender, also they are difficult to use for some complex hairstyles and often the rendering requires an high amount of RAM and CPU resources. On the contrary the polygonal hair are easy to import and export, are easy to rig and usually the rendering is less expensive than the particles one.

Anyway the polygonal hair are a challenge. Making high quality geometry, without messy and wild surfaces, easy to rig and to animate using clothes or soft body system, is not trivial. There are a lot of polygonal hair models on the web, but few of them fulfil the features listed above. I'm spending a lot of time researching the best pipeline to produce hair, in order to create high quality models, not only in terms of geometry, but also as Cycles shader and animation results.

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