Manuel Bastioni Lab, turns Blender in a laboratory for 3d humanoids creation

A while ago I made a Ambient Occlusion (AO) map for my generated MB model, as you can see here:

Now I tried to do that again, but I’m failing and cannot find anymore which instructions I followed to get that map. I would appreciated it a lot if someone could describe the process on the MB wikia, so that everyone can benefit from it:
http://manuelbastionilab.wikia.com/wiki/Generate_model_maps

I try to get an avatar on Second Life, and getting it up worked fine. But now i would like to change the UV-map to the second life default UV maps.
I started with making seams and do it manually.
Maybe there are some blender addons to make this work easier?

This looks incredible!

I am currently working on a project which would benefit from these improvements.
Do you have an ETA for 1.6.1a?

Oh thank you so much Manuel, I’m sure this will help many people. I told my circles of friends all about your lab!

I came across this video tutorial on youtube quite by accident,. Its a pretty good tutorial for people that are new to Manuel Bastioni Lab,.

How to Use the Manuel Bastioni Lab

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Still getting errors with 1.6.1 with Blender 2.79

Are you using official Blender 2.79 or a daily build?

I released 1.6.1a today: http://www.manuelbastioni.com/

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Blender 2.79, not daily. Python 3.6

I noticed a problem with the weights on anime female characters.
The weights on both arms doesn’t match up.


I’m not sure if it’s just me or does others have the same pronblem.

Here’s left arm in comparison.


Problem is with F_AN01 and F_AN02.

There are warnings before the traceback? Perhaps have you installed the lab in two different locations?

Thank you. I will investigate about it.

I finally got my Retarget script to work inside of Houdini.
I can now import the Manuel Bastioni FBX characters, that I generate in Blender, into Houdini and apply mocap to them!
blend_constraint
blend_constraint2

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I found the error today!

It is due to an error raised in Blender that apparently prints, you had a “TODO” at this place about it.

I rewrote line 65-71 in proxyengine.py and replaced it with:

    body_verts_weights = [[] for v in body.data.vertices]
    for grp in body.vertex_groups:
        for idx, vertex in enumerate(body.data.vertices):
            vertex_groups = [g for g in vertex.groups if g.group == grp.index]
            if vertex_groups:
                body_verts_weights[idx].append([grp.name, grp.weight(idx)])

and the proxy fitting is working nicely without any errors while using Blender 2.79a and MBLab 1.6.1a.
Do you have your version control system accessible somewhere? I could make a patch/pull request.

I managed to fix this one today I think, check my post: [Addon]Manuel Bastioni Lab, turns Blender in a laboratory for 3d humanoids creation

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Are there plans to implement face feature selection for the textures, such as the ability to select between multiple eyebrow templates?
I’m going to be working on adding this feature to a fork of the lab, but I have no doubts that if Manuel implemented it that it would be done better!

Thank you. The fix was planned for 1.6.2.

No, for the reason explained in the last part of FAQ 0.3: http://www.manuelbastioni.com/faq.php#faq0-3

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It will be added after 1.7.0, since this release will include the new generation of base meshes with new UV projection. The current UV layout will be used only for low poly characters. It’s listed in the roadmap, as “Library of texture details”: http://www.manuelbastioni.com/guide_features_planned_in_next_versions.php

Great!
Did you already have ideas about how best to implement that?
I was looking into with a base skin and an eyebrow texture nodes feeding into a mix shader with alpha channel as the factor, which adds the eyebrows on top of the texture, but I’m not sure how to export the final texture as an image.