Development news

Improvements in cel shader

10 December 2017

More improvements in anime skin and hair cel shader for Blender Cycles. [See the image...]

Preview of anime hair

02 December 2017

Preview of the high quality hair model for anime girl. Improvements in anime skin shader. [See the image...]

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]

[Back to development log]

Base muscle system for ManuelbastioniLAB 3D characters and video animation benchmark test

22 July 2017

The first part of the base muscle system that will be included in vers. 1.6.0 is just completed. It's called "base" system to distinguish it from the "full" muscle system that is planned for future releases of the lab.

One of the main difference between the two systems is that the "full" one will be anatomically more accurate, but it will require (probably) to have the lab installed on the production machine. On the contrary, the "base" system, that simulates only the main muscles masses, relies on the standard Blender tools and after the finalization step the character will work on any recent version of Blender, with or without the lab installed.

At the current development status the system perfectly works for the female protoype. A big amount of time was spent to design a flexible armature using only basic built-in components offered by Blender, without drivers but only constraints. The structure was heavily tested with many benchmark animations, in particular to avoid or minimize the problem of unwanted rotations that sometime are created by the solver for extreme angles. The same sessions were also used to test the improved animation retarget system 1.6.0. Some of the cool results are in the video.

See the video on youtube about the base muscle system

Now it's time for the second, hard part. The system will be ported to male characters, and then transformed in a database and tested on the main humanoid variations. Also another challenging feature is a full compatibility of this new rigging structure with the existing pose library. I will publish the progress here, stay tuned!

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