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

Of course.

Report: Error

File…_init_.py, line 1521, in execute start_lab_session()

_init_.py, line 134, in start_lab_session the_humanoid.init_database()

\humanoid.py, line311, in init_database self.mat_engine.add_displacement_modifier()

\materialengine.py, line 388, in add_displacement_modifier disp_img = self.new_image(self generated_disp_image_name, disp_data_image.size)

\materialengine.py, line 440, in new_image bpy.data.images.remove(bpy.data.images[name])

RuntimeError: Error: Image ‘1484246269.6201618_disp.png’ must have zero users to be removed, found 2

location <unknown location>1

The lab requires Blender 2.78.

This is all I have in version 1.4a



everything else is missing!:confused:
Is this a known issue or it’s just me?
I’m using Blender V2.78.4
PS
version 1.2 works perfect with Blender 2.78

Is Blender 2.78.4 a daily build?

Recently the Blender team has decided to remove some icons from the official repository, and this creates an error with the lab buttons.
If you look at the console you should see some messages about the missed icons.
I will fix this problem in 1.5, that should be released soon (a couple of weeks hopefully). In meantime you should use the official Blender version.

OK, thanks!

Hi!

I would like to replace the armature bones from ManuelBastioni by rigify armature. After done armature deform with automatic weights, I have the character perfectly rigged but eyes details and eyebrows do not follow bone pose:


They seems to have correct weight influence. Someone know where can be the solution?

Manuel: Very nice add-on!! Keep the good work! :slight_smile:

Hi Priato, Try this. Go to edit mode, and select the eyes. Go to the vertex group panel and choose “Remove From All Vertex Groups.” Then select the “Def-Head” bone vertex group, and click “Assign.”


Nice emboo2 :slight_smile:
Thanks a lot! You saved my day!

Glad to hear it. :slight_smile:

Just found the screenshot of the the new topology and anatonomy of elfish girl in upcoming 1.5. Looks great! Very nice!

[ATTACH=CONFIG]474899[/ATTACH]

Thank you.
You can find more in the official gallery of the lab: http://www.manuelbastioni.com/gallery.php

Manuel… I thought I would post an image I came up with. I love this addon and can’t thank you enough for putting it together.


I just tried this addon for the first time and I have to say, it’s really, really great! :smiley:

Thanks for making this. It makes making human characters a lot faster in Blender.

Wow, thanks Manuel for all of your hard work!

My apologies if my issue has been addressed but I just discovered this forum and have to run off to work before reading all 450 previous posts… anyway, my problem is related to animating multiple figures in a scene, all of which use proxies.

I am the author of MegaMotion, a (fledgling) BVH exporting animation tool (megamotionsoftware.com), and I am trying to find good ways to show off my BVH output. MakeHuman works great for me, but I am a coder not a modeler, and it seems that creating clothing in Manuel Bastioni Lab is quite a bit easier than it is in MakeHuman (at least for a non artist). And the human figures are fantastic!

In MBL, however, I immediately came up against the issue that “Fit Proxy” is something you do one time per pose, whereas I need animated characters. I dodged this bullet by figuring out how to set up a frame_change_post handler, and call mbast_proxy.fit() each frame.

This is awesome, but my next problem, which I’m still stuck on, is how to do this for multiple characters. I wrote a script which automatically copies a character in Blender and assigns a different BVH file to each new character, but for this to work in MBL I need to make copies of all the proxies, and then (here’s the rub) get them to attach themselves to different characters. Right now when I copy the character and copy the proxy, I get the correct number of proxies and characters, but all the proxies are keyed to the original character. What I need is for each new proxy to attach itself to each new character as it is created.

Fervently hoping that this is a simple thing to fix, and I can move forward with my grandiose plans for world domination! Thanks again for all the incredible work!

manuel has clearly stated previously that the lab is designed to work with one character at a time. i dont blame you for not want to read all the pages.

you should finalize your character before creating a new one.

Ah, I see, thank you.

Since some tasks are requiring more time than expected, and many artists are asking me when the 1.5 will be released, I created a progress page that is updated very often: http://www.manuelbastioni.com/progress150.php

When all the tasks here will reach the 100%, the 1.5 will be ready for the release.

I don’t know if this has been covered. I saw a video on conversion of a MB figure to the Avastar rig, used for second life AFAIK. It was a one click operation. Is this possible for Blenrig or others? I’m mostly interested in still images rather than animation but don’t know much about the various rigs. Better posing ability including IK would be very useful.

I will develop from scratch an advanced rigging system specific for my lab and directly integrated in it.
It will include IK and other controllers, but first I have to complete the muscle engine, in order to be sure that the advanced rigging will work perfectly with the muscles.

The muscle engine is planned for version 1.7.
For more info about the roadmap: http://www.manuelbastioni.com/guide_features_planned_in_next_versions.php

I think I read that before on your website. Considering the consistency of your updates, I’m sure it will be here before we know it. Just wanted to play around in the meantime so I don’t have to email you every couple of weeks going “is it done yet?” I think I asked more of a general Blender question that may be more suitable in another forum. Thanks again for your hard work.