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?
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!
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.
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!
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.