Ahh, an invisible shader for the hidden parts. I never thought of that. Thanks!
Removing the vertices will break the morphing libraries. Masking is OK.
The version 1.2.0 is ready for download: http://www.manuelbastioni.com/release_note_120.php
Have fun!
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Thank you very much!
Maybe I could solve the bl_info thing, but the second error is out of my scope:
Any idea what the issue could be?
Update: above error is solved. I just restarted blender. Thanks for the great addon. ( Couldnât update the message itself, since I had to add 10 characters more, no matter what I did) .
Great addon. Thanks for the 1.2-update. Good luck
Hi. Played a bit with the addon, itâs great! Iâm looking forward the animation and other tools you have mentioned. Thank you for making the addon!
Fabulous, thank you very much Manuel! Looking forward to further developments, keep us posted!
Hi Manuel, I would like to suggest you another pose, it would be like âstanding_in_labâ but more relaxed like the âstanding_basicâ. Or like âstanding_basicâ but completely symmetrical. Please, see the attached picture.
Another suggestion:
Please, see this video, it is about using images as reference to model a character called âBlenderellaâ, I would like to make the same but using your tool and 3 reference images, I would like to match a character to that images. Please, could you make a video explaining an way to do this?
Thank you to your fantastic tool. I am learning Blender only to use it.
I am a tailor and I make customized sewing patterns for make dresses.
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Hi Manuel, I would like to suggest another feature to one next version of your tool.
Please see this video. It is about an iOS app that generates a 3D avatar from 2 photos of a person, I think it would be great if your tool could generate a character from 2 intersecting silhouettes.
I would like to suggest you add a slider to define the muscle tone and mass of the whole character. This would make prototyping a lot faster.
Thank you guys!
For next version I will be focused on the skin editor and first version of skin shader.
It will require 4 or 6 weeks of hard work, but Iâm receiving many requests about it: the skin is fundamental to reach the max level of realism.
During the development of the skin editor I will also improve many things about usability, UV layout, topology and morph quality (see image below)
@Jeorane:
Perhaps the automodelling feature in lab 1.2 can already be used to create characters from a couple of 2D references, just using Blender background images. If I have time I will try it and perhaps I will create a video tutorial. I canât promise it because the skin editor requires a lot of work and timeâŚ
In the meantimeâŚan update about development of topology for 1.3:
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This just gets better and better! Thanks Manuel.
Hi Manuel. I really have to quit that lurker mode iâve been in for the last 4+ years (almost not doing any 3D at all) to thank and congratulate you for this add-on. Itâs really an incredible tool and very easy to use. The new automodelling feels like magic when youâre used to try and change the look of your models with a slider in Poser-like applications. Between this and the phenotypes selection, itâs so easy to get diverse looking characters. Youâve really done an incredible job, and itâs incredibly generous to offer it for free when there are way more limited blender add-ons for sale.
Now for the usual and sooooo easy âsuggestionâ. I think it would be great to have a bigger library of expressions and a little more control over them. Currently they are on/off and some of them are quite extreme. Having some sliders and being able to mix them would be nice. I know itâs already possible after you transfer them as shapekeys (more or less, as it seems the expressions themselves are no longer available, only the individual parts) but the names arenât terribly helpful (exression_mouth_xx_min doesnât really tell me what it does) so that would be the second suggestion : descriptive names.
I think the expressions is where your models arenât on par with commercial models the likes of those produced by DAZ3D yet. Donât get me wrong, i think your models are great and shouldnât fear the comparison. What i mean is : with a better expression system, they would be equal or better than those commercial models in every aspect (i already consider the lab superior in some ways).
Thank you Bob.
I really appreciate your post. The feeling of doing something useful for the community is very important for me. Itâs not a joke: receiving a bit of gratitude really speeds up the development and keeps me motivated.
With the automodelling I released something that is the future of parametric modelling, but it seem only few people have really realized the importance of thisâŚ
Concerning the features, I think the work to do can be subdivided in some macro categories:
- Modelling
- Animation
- Production of clothes and hair
Now Iâm still focused on (1). For version 1.3 I want to include the skin editor, in order to reach an impressive photorealism in static poses and complete the stable base for the main UV layout. In 1.3 I will also add the feature to save and load static poses. Then I will start to work on animation features (IK, expressions, pose correctionâŚ).
PS: Itâs already possible to create a library of custom expressions. Do you think it would be useful a tutorial about it?
Hello,
apology is Google translation.
Tutorial are always good, especially for people like me, who can not speak English.
Thank you very much for your excellent work.
I am following your work since the beginnings of make human and I always was impressed how a little group of developerd could creste such a brilliant tool. But you are right when you say that only a few people notice. Especially the makehuman forums can be quite deserted and I really wish there would be more posts of people showing professional works done with mskehuman. If you want sny help with msnuellab just say it. I would really like to help you UV unwrapping.
Thx guys. Spreading the word about the project is a very appreciated help
In the meantime, here is an update about the modelling-topology improvements that will be included in vers. 1.3:
This is getting better and better! One question: How did you realize the mesh customization? Do you use helper bones or morph targets? I am asking because it would be cool to have a facial rig and I am wondering if eventually existant helper bones could be utilized.