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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Development progress and video test of polygonal hair

01 July 2017

During these weeks the code of the lab has greatly improved. The cleaning of functions and the new abstraction layer that will facilitate the porting to Blender 2.8 are almost ready. About 80% of the new GUI design is already implemented. The algorithm of proxy is improved, with the addition of two very important new features: "Keep above surface" and "proxy offset". These new features will permit to fix most of cases of clothes-skin penetration.

In parallel with the code development, and strictly related to the proxy system, there is the basic hair library, already descripted in the previous article. Making a very high quality polygonal hair is not only matter of a good shader and a good look in static poses. The geometry must also work during the animations without requiring additional efforts. The video shows the result of a quick test that uses the standard Blender clothes system.

See the video on youtube about the hair test

The settings of collision object, hair object and weight group used for hair pinning are in the images below.

Settings of collision object

Settings of hair object

Vertex group for hair pinning

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