Well, sorry to share such a short and homely video, [EDIT: had time to upload a slightly less homely version, with more light and more actors] but it took me all weekend to get the basics functioning and I fear it will be another week before I get enough time to put together something cleaner… anyway, to answer my own question, I did manage to hack and chop and tweak Manuel’s code enough to allow me to run a group of characters and update proxies on each of them each frame. I have to call init() for each character on every frame change, which is fairly slow, but hey we’re not in realtime here, so who cares? Stay tuned for better pants, better anims, and more actors.
P.S. Has anyone ever suggested Manuel getting his own forum section here, so every new question doesn’t have to get buried down at post #450 in one big thread?
Manuel, you are turning into a god, creating life in the VW. Watched your 1.5 previews. Dunno how hard this would be for you, but anti-intersection for BVH would be nice to have.
Generic things like the anti-collision or bvh-correction are suitable for being developed as standard Blender tools. On the contrary I prefer to stay focused on the character specific features: texture editor, muscle simulation, hair library etc (see the list here: http://www.manuelbastioni.com/guide_features_planned_in_next_versions.php I will expand the list after the release of 1.5).
Yes, the expert system tries to recognize and retarget the fingers data too.
Hi Manuel, let me start off by saying I’m a big fan, first of MakeHuman and now your Lab addon. I’m mainly an student experimenter and want-to-be indy game developer. As others have stated previously there is a lot of interest in support for twist bones in your project, in particular in conjunction with game engines such as Unreal. I read that the upcoming 1.5.0 is slated to include these in some form.
The “Development progress for vers. 1.5.0” page has an item, “Addition of twist bones in anime armatures.”. I was wondering if the twist bones will also be added for the “realistic” armatures, (ie afro/asian/caucasian male/female) in this release?
Thank you in advance I look forward to trying out the new release. Your work is a source of inspiration and greately appreciated!
That is amazing! Makes creating characters and bringing them to life much easier. Will you by any chance have facial motion capture data added in a future update? It would be nice to be able to automatically be able to add facial motion capture data from Brekel Face Pro 2. Thanks.
Hi, sorry for my bad english. i’m trying your incredible addon, it’s wonderful. But:
1)I can’t export measures of my male anime realistic model (as you can see in the image)
I don’t manage to use the proxy tool for hair and clothes. I add the mesh, click on calibrate proxy and it tells me it worked, but if i change the model’s pose, the mesh doesn’t move.
Could someone help me (with no technical terminology, if possible)? ty!
Hi Manuel, where can I find the woman.png 2d file that this tutorial is using, can anyone else respond to this?
I am aware there is a later version but right now I am just getting my toes wet with character rigging.
im pretty sure you have to click the “fit proxy” to get the mesh to follow the pose. hopefully this will be improved to weight paint, and not just shapekeys.
regarding the image, that was for demo purposes only.
Why do people keep stressing Manuel for an update? lol. He has everything very well documented on his site, including planned release schedule, and features. He has very ambitious plans for MBL, and he’s working alone. The only thing that could come out of rushing him is mistakes. Wouldn’t it be best to try to be patient?
Just tried this, fantastic! Has anyone else had a problem turning off the censor? I deleted MATB and that works for the view window, but when I render, I still see a white censor (in rendered scene only). I’m on 2.78, cycles, MBLab 1.40