Development news

Proxy tutorial

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..]

Version 1.6.0!

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...]

Archive

Since Jan 2016

See the full development history. [Visit the archive]

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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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