MB-Lab Release for Blender 2.80

Yes you are correct. The base model has a set defined number of vertices. There are 4 base meshes in the library and everything is defined by JSON.

The problem is that one of our developers has only been able to decode about half of what is needed in JSON to work. So far we have the ability to export the base mesh vertices, the polygon and the weights JSON, we still need the morph targets and expressions. This is done by this tool -

We still need to develop the scripts to get the morphs and the expressions. As of now if you were to complete the steps to add this new mesh to MB-Lab, as I did in my testing, you will still get errors related to lack of morph and expression JSON and the character would not be editable - meaning that it would go into finalized state right away.

As for my attempt to try to bring in a new character (did not go well) I think it had to do with bad weight paints, I was using a model that was already weight painted so I only did about 1/3 of what was needed or so I thought. I think I need to start over in the painting but I just had not gotten back to it so I could focus on the current version of MB-Lab. The plan is some future version of MB-Lab will have new mesh in it, just not sure when but it is actively being worked on, little by little.

Once we DO manage to do this, yes that knowledge will be shared because that’s what we do.

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So, it’s here that I’m confused.

The morphs, for me are here : C:\Users\whatever\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab-1_7_5\data\morphs

And when you open one file you have this kind of stuff :

{"Hands_NailsLength_min": [[775, 0.0001, 0.0, 0.0001],
[855, -0.0016, 0.0001, 0.0016],
[910, -0.0013, 0.0016, 0.002],
[1040, -0.0016, 0.0001, 0.0016],
[1041, -0.0016, 0.0001, 0.0016],
[3494, -0.0016, 0.0001, 0.0016],
[3497, -0.0016, 0.0001, 0.0016],
[3501, -0.0016, 0.0001, 0.0016],
[3667, -0.002, 0.0, 0.0021],
[3732, -0.002, 0.0, 0.0021],
[3733, -0.002, 0.0, 0.0021],
[3742, -0.002, 0.0, 0.0021],
[3745, -0.002, 0.0, 0.0021],
[3749, -0.002, 0.0, 0.0021],
[3845, -0.0016, 0.0001, 0.0018],
[3910, -0.0016, 0.0001, 0.0018],
[3911, -0.0016, 0.0001, 0.0018],
[3920, -0.0016, 0.0001, 0.0018],
[3923, -0.0016, 0.0001, 0.0018],
[3927, -0.0016, 0.0001, 0.0018],
[4023, -0.0013, -0.0001, 0.0011],
[4088, -0.0013, -0.0001, 0.0011],
[4089, -0.0013, -0.0001, 0.0011],
[4098, -0.0013, -0.0001, 0.0011],
[4101, -0.0013, -0.0001, 0.0011],
[4105, -0.0013, -0.0001, 0.0011],
[4122, -0.0013, 0.0016, 0.002],
[4123, -0.0013, 0.0016, 0.002],
[4124, -0.0013, 0.0016, 0.002],
[4127, -0.0013, 0.0016, 0.002],
[4131, -0.0013, 0.0016, 0.002],
[7123, -0.0001, 0.0, 0.0001],
[7203, 0.0016, 0.0001, 0.0016],
[7258, 0.0013, 0.0016, 0.002],
[7388, 0.0016, 0.0001, 0.0016],
[7389, 0.0016, 0.0001, 0.0016],
[8391, 0.0016, 0.0001, 0.0016],
[8394, 0.0016, 0.0001, 0.0016],
[8398, 0.0016, 0.0001, 0.0016],
[8564, 0.002, 0.0, 0.0021],
[8629, 0.002, 0.0, 0.0021],
[8630, 0.002, 0.0, 0.0021],
[8639, 0.002, 0.0, 0.0021],
[8642, 0.002, 0.0, 0.0021],
[8646, 0.002, 0.0, 0.0021],
[8742, 0.0016, 0.0001, 0.0018],
[8807, 0.0016, 0.0001, 0.0018],
[8808, 0.0016, 0.0001, 0.0018],
[8817, 0.0016, 0.0001, 0.0018],
[8820, 0.0016, 0.0001, 0.0018],
[8824, 0.0016, 0.0001, 0.0018],
[8920, 0.0013, -0.0001, 0.0011],
[8985, 0.0013, -0.0001, 0.0011],
[8986, 0.0013, -0.0001, 0.0011],
[8995, 0.0013, -0.0001, 0.0011],
[8998, 0.0013, -0.0001, 0.0011],
[9002, 0.0013, -0.0001, 0.0011],
[9019, 0.0013, 0.0016, 0.002],
[9020, 0.0013, 0.0016, 0.002],
[9021, 0.0013, 0.0016, 0.002],
[9024, 0.0013, 0.0016, 0.002],
[9028, 0.0013, 0.0016, 0.002]],

where the first number is the index of the vertex and the 3 others are displacement of the vertex in x;y,z (and the axis if a local axis, normal to surfaces at this point). The value is the maximum that we can do, of course.

You probably already know that, so I sure miss something but what ?

It has been some time since I posted anything, there has been a lot of activity to MB-Lab behind the scenes so to speak. MB-Lab 1.7.7 is being worked on and the original plans for this version took a back seat to some interesting new additions.

Hair Engine
This is a long awaited feature that is still early in stages of development but right now it works well enough to mention it. This adds particle hair to a finalized MB-Lab character. Not only that but if you go into Edit mode and select polygons you can grow hair from them as well.

Note on the Hair. Right now all it does is add hair to the character, it does not assign a shader to it yet (that is being worked on) so you will need to add one yourself. This should be figured out by the time MB-Lab 1.7.7 is released though.

Muscle System fixed.
Something happened to the Muscle system between MB-Lab 1.6.5 and 1.7.0 and the Muscle system became unstable.

…It has a big conceptual problem inherited from the original version, that the rig produces transformation in the rest pose due to poorly thought through constraints. This is generally considered bad rig design, and in MB-Lab, this transformation is actually baked into the generated character and thus applied twice…

So some surgery was performed which cleared up another bug related to the Muscle system as well.

Human Rotation Limits
This adds limits to the rotations of joints

Proxy System Update
Improvements to the proxy system includes

  • Fixed fitting of meshes that are very close to the skin. - Useful for things like stockings, socks, gloves etc…
  • New option to fit in reverse direction to convert a character-specific mesh to a generic proxy.

It should also be noted that this version was committed largely by contributors, rather than myself. I’ve done more merging and admin tasks than actual development, which is totally cool and what I was trying to do, gather the community to build something cool.

The Phenotype overhaul has been put on hold until the following version, that is a big project.
Toon Girl has also been put on hold, however I have been working on correcting the weights. We are still in need of some tools for JSON export (such as above post about the morphs)

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good to hear , cant wait for next version .
:grinning:

Hello. I just wanted to introduce myself. I am not new to this tread I have just been lurking for 11 months. I used Makehuman and still use it. I have been following Mario’s various scripts and programs since he first released Makehead back in 2003. I installed MBL when it first came out 4 years ago but since I am nothing more then a hobbyist at CGI/3D I just stayed with Makehuman.
My primary interests are:
#1) LOW POLY creation of human figures and clothing for export to Unity and UPBGE.
#2) Animation within blender of those figures and export of the animations to those programs.
#3) Using BVH mocap files to make some of the animation easier.

As I said I am a hobbyist. I do not do CGI/3d for a living. I wish I was that good. But it is a passion with me. I have a little bit of programing experiance in python and C# but not much.

I will be following this thread much more closely in the future. Take care and keep up the good work.

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Well thank you for the encouragement :slight_smile:

I myself used MakeHuman way back years ago. This is kind of how I got into the development of MB-Lab, I was trying to find a good character generator for a “game” I was making with my daughter at the time and found MBL. Then Manuel quit. So I tossed the code up on GitHub and this is where we are today.

Sorry there is not much to say in the terms of updates in the past week, most of it has been code re-organizing and fixing, the Hair engine is evolving more. There is a very serious bug in the IK armature that causes strange deformation in the feet, something I have been trying to figure out without having to manually edit the rigs.

Should have more to say in the following days…