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  1. #561
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    Originally Posted by 1pepe View Post
    0_0
    If it would be possible to manage many skeletons at the same time with this technology, extremelly complex animations could be done in minutes (for example figth or strugle ones)
    Of course it will be possible (after the finalization of the characters).
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  2. #562
    Member JHohlbein's Avatar
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    Hi Manuel
    In 1.4 I was able to add vertex groups for particle hair with no problems but in 1.5 when I add vertex groups they get deleted when I initialize the character. I was wondering if this is a bug or if it's intentional?
    this is the web page for my comic book
    http://www.scuggsstation.com
    My other threads
    ETU George Washington
    ETU Drop ship
    Colonial frigate



  3. #563
    Hello Human community,
    I'm very impressed by the last version of MBLab and how he's the most active human's designer than ever !
    However, I would like to know if you keep in mind the possibility to visualise viewport with BI ?



  4. #564
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    Originally Posted by Marco_105 View Post
    I would like to know if you keep in mind the possibility to visualise viewport with BI ?
    It's the last item in the list here: http://www.manuelbastioni.com/guide_...t_versions.php
    It has a low priority anyway, because the realtime technology in Blender is evolving so quickly and it seems oriented to Cycles.


    Originally Posted by JHohlbein View Post
    Hi Manuel
    In 1.4 I was able to add vertex groups for particle hair with no problems but in 1.5 when I add vertex groups they get deleted when I initialize the character. I was wondering if this is a bug or if it's intentional?
    It's not a bug. The software is designed to support customizations only on finalized characters:
    http://www.manuelbastioni.com/guide_..._character.php
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  5. #565
    After more experimenting with the addon I got some questions, though these might be more Blender things than the addon itself:

    1, I noticed that after finalization if I clear transformations in pose mode (alt g/r) the armature will be slightly offset on the x axis, while switching to rest pose it is perfectly centered.. I thought clearing transforms= rest pose.. what can cause the diffrence? ((edit: I found that W menu/clear transform puts the character into rest pose contrary to alt+ g/s/r))

    2, strange thing: if I load a bvh animation and switch to action editor, select the action the animation freezes, there are red underlines in everywhere (dopesheet, grapheditor). As a workaround I noticed that if I rename the action before selecting it then it will work fine.. no idea what could cause this.

    btw: would you consider exposing the retarget tool so we could import more than one animations to the character after finalization?
    Last edited by mzprox; 20-May-17 at 04:24.



  6. #566
    Hey!
    This is a really great addon. I work with it now since a few weeks. But if I finalize the character the proxys are weird. So the mesh is half outside of the clothes and they don't react to the armature.
    Is this not implemented yet or did I miss something?
    Thank you!



  7. #567
    1.5 update looks great. Thx a lot. However it seems there is no longer a way to use a modified pose as rest-pose. It would be very handy to be able to pose in the lab and use that pose as rest-pose at finalizing like in older versions again. Otherwise this is a problem if you need an accurate rest-pose for retargetting (e.g. UE4) because Blender is unable to keep the mesh in its current pose if you apply a new pose to the armature. So you have to add the armature modifier and put it back after switching the rest-pose. But this does not work if there are shape-keys on your mesh as Blender could not apply a modifier if there is a shapekey.



  8. #568
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    Originally Posted by mzprox View Post
    1, I noticed that after finalization if I clear transformations in pose mode (alt g/r) the armature will be slightly offset on the x axis, while switching to rest pose it is perfectly centered.[...]
    I cannot reproduce this.

    Originally Posted by mzprox View Post
    2, strange thing: if I load a bvh animation and switch to action editor, select the action the animation freezes, there are red underlines in everywhere (dopesheet, grapheditor).
    Red underlines mean that the path of the bone cannot be found. Anyway I cannot reproduce this. There are two cases: before and after finalization. Before the finalization there are no actions at all (because the animation is copied with constraints from an hidden skeleton). After the finalization it resulted always OK in my tests.

    Originally Posted by mzprox View Post
    btw: would you consider exposing the retarget tool so we could import more than one animations to the character after finalization?
    Yes, I'm already working on it. I will publish an article soon about the GUI and the production pipeline changes that will be introduced in 1.6.0.


    Originally Posted by bobokox View Post
    Hey!
    But if I finalize the character the proxys are weird. So the mesh is half outside of the clothes and they don't react to the armature. Is this not implemented yet or did I miss something?
    Not yet implemented. I'm working to add a post-finalized proxy tool in 1.6.0.

    Originally Posted by Neutronux View Post
    1.5 update looks great. Thx a lot. However it seems there is no longer a way to use a modified pose as rest-pose. It would be very handy to be able to pose in the lab and use that pose as rest-pose at finalizing like in older versions again..
    Yes, this is part of the GUI and pipeline philosophy refactoring. I'm already working on it. I will publish an article about the changes soon, with a video about a new tool for animations.
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  9. #569
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    Today I published a detailed article about the changes planned for the production pipeline and the GUI of lab 1.6.0:

    http://www.manuelbastioni.com/wip_16...philosophy.php
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  10. #570
    Manuel, just to add my voice, I have only used the lab experimentally, having used MH previously. I haven't reached a stage where I even finalise a character, yet. I have, however, used your node setups for skin, and often test a composite scene using a lab character for lighting, scale etc.

    I am truly in awe, and at some point, I will aim for a full usage when the correct scene to utilise it presents itself. Kudos



  11. #571
    @Manuel, vote in support of your proposed changes - it had struck me that not being able to use the excellent lab features on finalised models was a critical limitation.



  12. #572
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    Originally Posted by Roken View Post
    Kudos
    Thanks.

    Originally Posted by paddywwoof View Post
    @Manuel, vote in support of your proposed changes - it had struck me that not being able to use the excellent lab features on finalised models was a critical limitation.
    I'm already working on it:



    The related article with explanation: http://www.manuelbastioni.com/wip_16...correction.php

    Remember that you can follow the development progress here (usually updated 1-2 times/week): http://www.manuelbastioni.com/progress160.php
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  13. #573

    'CyclesShaderWrapper' object attribute 'hardness_value_set' is read-only

    THANK you, Manuel !!

    Your version 1.4 works like a charm on Blender 2.77a, but your 1.5,
    on Blender 2.78 (Mac OS 10.12.5) gives me

    AttributeError: 'CyclesShaderWrapper' object attribute 'hardness_value_set' is read-only

    OK, solved: I was using a recent 2.78 build;
    the official Blender 2.78c does, in fact, accept your version 1.5.
    Fortunately, I had saved the Blender 2.77a, Bastioni 1.4, version of my test character,
    as a .json file, and that came in just fine, with Blender 2.78c and Bastioni 1.5.


    Is there a sneak preview of version 1.6 that we can try?
    Last edited by Tom Telos; 05-Jun-17 at 05:07. Reason: Found workaround



  14. #574
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    Originally Posted by Tom Telos View Post
    [...]Blender/BlenderLux0.8/17Jun05Bf2.78.app/Contents/Resources/2.78/scripts/addons/io_scene_obj/import_obj.py", line 318, in create_materials
    This error is not from the lab, it is from your obj importer.
    I don't understand what the obj importer is trying to do, since it talks about a glass material that doesn't exist in the obj used by the lab.
    I see "BlenderLux0.8/17Jun05Bf2.78": what version of Blender are you using? A special build for Luxrender ? A daily build?

    Perhaps your obj importer is trying to do more than an usual object importer, trying to create directly a glass shader for cycles.


    Is there a sneak preview of version 1.6 that we can try?
    No sorry.
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  15. #575
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    Originally Posted by Tom Telos View Post
    context_mat_wrap.hardness_value_set = 1.0
    AttributeError: 'CyclesShaderWrapper' object attribute 'hardness_value_set' is read-only
    I just reproduced it, with the Blender unstable daily build.
    Please use the stable official release of Blender.
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  16. #576
    Originally Posted by Manuel View Post
    I just reproduced it, with the Blender unstable daily build.
    Please use the stable official release of Blender.
    YES: THANK you! I just edited my post, above.
    https://blenderartists.org/forum/sho...=1#post3200357

    Anyway, this is fascinating! I'm willing to try a beta of your 1.6 with a pre-release of Blender 2.80 !!



  17. #577
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    Originally Posted by Tom Telos View Post
    Anyway, this is fascinating! I'm willing to try a beta of your 1.6 with a pre-release of Blender 2.80 !!
    I usually don't release a beta, but directly a stable version. It should be matter of 6-8 weeks. You can follow the progress here: http://www.manuelbastioni.com/progress160.php


    Concerning the problem above, I further investigated about it and it seems that the current daily build can't load a wavefront obj that has more than one material, if the current engine is Cycles.

    Can someone report it to Blender developers, please?


    I have reproduced the attribute error below even with a simple object with two polygons and two materials:
    -------------------
    scripts\addons\io_scene_obj\import_obj.py", line 318, in create_materials
    context_mat_wrap.hardness_value_set = 1.0
    AttributeError: 'CyclesShaderWrapper' object attribute 'hardness_value_set' is read-only

    -------------------
    Here is the plain txt of test obj and related mtl:

    -------------------
    mtllib obj_face.mtl
    o Plane
    v -1.000000 -1.000000 0.000000
    v 1.000000 -1.000000 0.000000
    v -1.000000 1.000000 0.000000
    v 1.000000 1.000000 0.000000
    v 0.000000 -1.000000 0.000000
    v 0.000000 1.000000 0.000000
    usemtl mat02
    s off
    f 5 2 4 6
    usemtl mat01
    f 1 5 6 3
    --------------------

    --------------------
    newmtl mat01
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2

    newmtl mat02
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    ---------------------
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  18. #578
    Originally Posted by Manuel View Post
    Can someone report it to Blender developers, please?
    hopefully managed to do that here https://developer.blender.org/T51658



  19. #579
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    Originally Posted by paddywwoof View Post
    hopefully managed to do that here https://developer.blender.org/T51658
    Thank you. If possible, you should also say that the error happens only with Cycles as selected engine and only if the obj has more than one material.
    My open source Blender addon to create 3D humans: www.manuelbastioni.com



  20. #580

    The importance of great skin textures

    Originally Posted by Manuel View Post
    ...it seems that the current daily build [ of Blender 2.78 ]
    can’t load a wavefront obj that has more than one material, if the current engine is Cycles...
    Truly bizarre bug, but frankly, I wouldn’t worry about it, because

    (a) Your 1.5 does work with the official Blender 2.78c
       (you may consider adding just a warning to that effect, on your downloads page);
    (b) the big upcoming challenge for all Blender-related developers is Blender 2.80,
       of which we can already sample pre-release builds, because that one,
       we have been warned, will break some compatibilities.

    Anyway: I really commend you for this splendid project of yours,
    and for the way that you are handling the Blender integration. Kudos!

    One important detail that I beg you to look into
    is a standardized Uv map aimed at encouraging your enthusiasts
    to develop photorealistic skin textures: such textures make all the difference
    between a good game character and one that gives —wow!— renders.

    You are on the verge of weaning me off DAZ bases!
    Last edited by Tom Telos; 07-Jun-17 at 05:50. Reason: formatting



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