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mb-lab's Introduction

MB-Lab

Character creation tool for Blender

Blender 4.0 Support

MB-Lab has been developed to work with Blender 4.0

Contributors wanted!

We are a small bunch of developers and artists but we always need more! MB-Lab's code is quite complex and needs work, to either fix bugs or to add new features, Python programmers are always welcome! Do you have other skills? We need modelers to help with future base models for instance. Are you a specialist in rigging? We could use some help improving the rigs for MB-Lab. There are lots to do in this project, we can only do so much at a time so please feel free to join us, fork the repository and then make something cool.

About

MB-Lab is a community developed project based off ManuelBastioniLAB.

This fork is an attempt to keep this addon going forward as the original author is no longer developing ManuelBastioniLAB

MB-Lab 1.8.0

Requirements

  • MB-Lab now requires Blender 4.0.0 +

Added

  • Melanin map added that adds variance to the skin pigment

Changed

  • MBLabSkin3 is a now based off of the 1.7.6 shader with modifications
  • AutoUpdater is disabled
  • SubD levels have increased for better visuals
  • Some menus rearranged for better workflow
  • Added new license types in MB-Dev, also removed AFPL due to restrictive nature

Bug Fixes

  • Fixed bugs in various files to make it work with Blender 4.0

Known Issues

  • MB-Dev tools may contain bugs that are unknown at this time
  • Importing BVH animation files is buggy
  • Hair presets have the old PrincipledHairBSDF which will result in incorrect rendering
  • Skin color and bump mapping change slightly when finalizing

ManuelBastioniLAB 1.6.1a

We are including this for historical purposes as the website, videos and social media accounts are offline.

The version 1.6.1a of ManuelbastioniLAB, the free and open source character editor for Blender, is still available for download at Direct download: manuelbastionilab_161a.zip

mb-lab's People

Contributors

amirpavlo avatar amirshehataornl avatar angavrilov avatar animate1978 avatar cclauss avatar dvdmgl avatar econundrum avatar fedorenchik avatar mklemarczyk avatar mreloaded avatar nautilusera avatar noizirom avatar numessanguis avatar ophiocus avatar telnetr4 avatar tetothesquirrelfox avatar upliner avatar vini-guerrero avatar

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mb-lab's Issues

AutoModelling Bug

Describe the bug
When clicking on the Auto Modelling button in the Auto Modelling Tools tab you get an error

The 'body_height_Z' measure not present in the analyzed database
Traceback (most recent call last):
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\__in
it__.py", line 1632, in execute
    mblab_humanoid.automodelling(use_measures_from_current_obj=True)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\huma
noid.py", line 396, in automodelling
    similar_characters_data = self.morph_engine.compare_data_proportions()
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\morp
hengine.py", line 263, in compare_data_proportions
    scores.append(self.compare_file_proportions(os.path.join(self.bodies_data_path, database_file)))

  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\morp
hengine.py", line 249, in compare_file_proportions
    v1 = mathutils.Vector(self.proportion_index)
TypeError: mathutils.Vector()

location: <unknown location>:-1

location: <unknown location>:-1

To Reproduce
Steps to reproduce the behavior:

  1. Create a new character
  2. Open Auto Modelling Tools tab
  3. Click on Auto Modelling

Expected behavior

Screenshots

Additional context
Add any other context about the problem here.

Proxy Fitting broken

Describe the bug
Proxy fitting does not work. Will also remove armature from the mesh.

To Reproduce
Steps to reproduce the behavior:

  1. Create character
  2. Finalize
  3. Load up an asset.
  4. Go to Proxy Fitting
  5. Check 'Transfer Weights..."

This error is produced -


Material MBlab_generic has not nodes
Removing  mbastlab_mask_hair01_human_female
Traceback (most recent call last):
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\__in
it__.py", line 1588, in execute
    mblab_proxy.fit_proxy_object(offset, threshold, scn.mblab_add_mask_group, scn.mblab_transfer_pro
xy_weights)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\prox
yengine.py", line 358, in fit_proxy_object
    self.transfer_weights(body, proxy)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\prox
yengine.py", line 75, in transfer_weights
    w_data.append([grp.name, grp.weight(idx)])
RuntimeError: Error: Vertex not in group


location: <unknown location>:-1

location: <unknown location>:-1


proxy_fitting_bug01

I moved the armature around to show example of breakage.

THEN

Repeat steps above but uncheck the 'Transfer Weights..." box and it still breaks the armature.

proxy_fitting_bug

Expected behavior
The proxy is supposed to fit the mesh and the armature is supposed to stay with the mesh.

This is a serious bug.

Auto-modelling doesn't work on faces

After some testing, I'm fairly certain that auto-modeling doesn't work on faces.

This feature would be immensely useful and powerful for quickly making new characters.

Some places display parameter names instead of a string?

I have forked a copy to make a localized version and made some progress.

Most UI can be translated directly, but some places display parameter names instead of a string, which is not conducive to further thorough translation.

I want to ask if the next version can handle these places?

Cannot add this to Blender 2.8 on my mac

When I try to install this add-on I just get the spinning beach ball for a second and then the add-on window goes back to the default view. No feedback to why it isn't added.

BVH import fails

Describe the bug
When loading a .bvh file get the following error


        parsing bvh 'C:\\Users\\farishta\\Documents\\82_03.bvh'...      zero length node found: Hips

0.3150
        importing to blender... zero length bone found: Spine1
        zero length bone found: LeftHand
        zero length bone found: RightHand
Done in 1.3361

Traceback (most recent call last):
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\__in
it__.py", line 1750, in execute
    mblab_retarget.load_animation(self.filepath)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\anim
ationengine.py", line 1290, in load_animation
    self.retarget(target_armature, source_armature, True)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\anim
ationengine.py", line 1314, in retarget
    self.init_skeleton_map(source_armature)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\anim
ationengine.py", line 269, in init_skeleton_map
    self.map_main_bones(source_armat)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\anim
ationengine.py", line 860, in map_main_bones
    self.identify_bone_chains(chains)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\anim
ationengine.py", line 666, in identify_bone_chains
    for i, bone in self.FINGER_BONE_NAMES[:4]:
ValueError: too many values to unpack (expected 2)

location: <unknown location>:-1

location: <unknown location>:-1

To Reproduce
Steps to reproduce the behavior:

  1. Create and Finalize character
  2. Load any .bvh file in MB-Lab

Expected behavior
Supposed to load bvh files and apply to character animation sequence.

Screenshots
If applicable, add screenshots to help explain your problem.

Additional context
This also happens when an exported .bvh file is loaded, for instance one were to create a walk cycle, export it to bvh and then import that bvh into MB-Lab produces same error

Add Animations...

Much like poses, I would like to contribute default animations. Basics include walking, jogging, running, idle, strafe, backwards, etc.

Because I am using Unreal Engine, I recommend 30 or 60 FPS and not 24. It makes the math difficult and the keyframes don't line up with the actual frames.

Having trouble Downloading add-on

I am having trouble downloading the program. I have v2.79 of blender.

I went to the blender addon page in settings and clicked on the zip file to import. Blender says it successful downloaded it. But it doesn't show up when I search it in addons. So basically I have it downloaded it but can't turn it on in the addons page.

New texture maps

The current maps are not as detailed as they could be, would be an idea to incorporate additional bump maps for pores, wrinkles etc...

Current Goal?

Im not sure how to ask this, but what are the current goals for this project?

I personally would like to suggest working on some ease of use modifications.

Data Organization

This issue should probably be tagged "enhancement".

Let's talk data organization, mainly the current directory layout: The current way the data directory is laid out is a bit of a mess. Not too bad, but I think it needs some fixing. Before I attempt to do this, I'd like to talk about a few things and get some insight before I just pick something, change a bunch of things and then find nobody likes it as this will likely break a bunch of stuff. I'm already working on moving around global variables and better compartmentalization of code, and I feel this is the next big step.

There are two ways I can see the data directory being laid out. I will call these Library-centric and Project-centric as I am unfamiliar with whether more formal technical terms exist.

What we have right now.
Library-centric is what closest resembles what we have right now: one folder for each module type (anthropometry, assets, bboxes, etc) with all the module files from all figures in each folder. The exception, as far as I can tell, is the humanoid_library.blend which contains all the texture nodes, shaders, skeletons, geometry, etc. (I feel like these should be separated into their own files). Library-centric is most likely going to be the easiest to implement; There is only one root directory to worry about and all the files that need to be referenced are in it. The problem is distributing 3rd party additions (new characters) would most likely require merging and removal of said additions would either require a program or a lot of time removing files (and woe to you if said modification replaced anything).

Here is an example of what the data folder would look like as Library-centric (directory count and hierarchy is subject to change):

data
├───anthropometry
│   ├───hu_f_anthropometry
│   └───hu_m_anthropometry
├───assets
│   └───mblab_assets_textures
├───bboxes
├───expressions_comb
│   ├───anime_expressions
│   └───human_expressions
├───expressions_morphs
├───joints
├───measures
├───morphs
├───pgroups
├───phenotypes
│   ├───f_af01_ptypes
│   ├───f_an01_ptypes
│   ├───f_an02_ptypes
│   ├───f_as01_ptypes
│   ├───f_ca01_ptypes
│   ├───m_af01_ptypes
│   ├───m_an01_ptypes
│   ├───m_an02_ptypes
│   ├───m_as01_ptypes
│   └───m_ca01_ptypes
├───poses
│   ├───female_poses
│   ├───male_poses
│   └───rest_poses
├───presets
│   ├───anime_female_base
│   ├───anime_male_base
│   ├───human_female_anime
│   ├───human_female_base
│   ├───human_female_elf
│   ├───human_male_anime
│   ├───human_male_base
│   ├───human_male_dwarf
│   └───human_male_elf
├───textures
├───transformations
├───vertices
└───vgroups

Project-centric is what I think we should aim for. If you have played a computer game with modding support (Rimworld, Kerbal Space Program and Starbound come to mind) you might have some idea of what I'm talking about. Instead of everything being under the same root directory, each character and addition is in its own "project" directory. This makes it easier for debugging and loading specific characters. Removal or adding of characters and additions just requires you moving a single folder. Loading EVERYTHING as a library would take longer without preemption (I think that term fits here), however I think this could easily be solved by the addition of a project info JSON file that contains project information. MB_lab would visibly work as if all the directories for each project were merged together. While it makes the entire directory tree bigger, it makes it much easier to work with in piecemeal.

Here is an example of what the data folder would look like as Library-centric (directory count and hierarchy is subject to change):

data
├───hu_base_female
│   ├───anthropometry
│   ├───assets
│   ├───expressions_comb
│   ├───expressions_morphs
│   ├───joints
│   ├───measures
│   ├───morphs
│   ├───pgroups
│   ├───phenotypes
│   │   ├───f_af01_ptypes
│   │   ├───f_as01_ptypes
│   │   └───f_ca01_ptypes
│   ├───poses
│   │   └───rest_poses
│   ├───presets
│   │   ├───human_female_base
│   │   └───human_female_elf
│   ├───textures
│   ├───transformations
│   ├───vertices
│   └───vgroups
├───hu_base_male
│   ├───anthropometry
│   ├───assets
│   ├───expressions_comb
│   ├───expressions_morphs
│   ├───joints
│   ├───measures
│   ├───morphs
│   ├───pgroups
│   ├───phenotypes
│   │   ├───m_af01_ptypes
│   │   ├───m_as01_ptypes
│   │   └───m_ca01_ptypes
│   ├───poses
│   │   └───rest_poses
│   ├───presets
│   │   ├───human_male_base
│   │   └───human_male_elf
│   ├───textures
│   ├───transformations
│   ├───vertices
│   └───vgroups
├───human_male_dwarf
│   └───presets
│       └───human_male_dwarf
├───hu_female_anime
│   ├───assets
│   ├───expressions_comb
│   ├───expressions_morphs
│   ├───joints
│   ├───measures
│   ├───morphs
│   ├───pgroups
│   ├───phenotypes
│   │   ├───f_an01_ptypes
│   │   └───f_an02_ptypes
│   ├───poses
│   ├───presets
│   │   └───human_female_anime
│   ├───textures
│   ├───transformations
│   ├───vertices
│   └───vgroups
├───hu_male_anime
│   ├───assets
│   ├───expressions_comb
│   ├───expressions_morphs
│   ├───joints
│   ├───measures
│   ├───morphs
│   ├───pgroups
│   ├───phenotypes
│   │   ├───m_an01_ptypes
│   │   └───m_an02_ptypes
│   ├───poses
│   ├───presets
│   │   └───human_male_anime
│   ├───textures
│   ├───transformations
│   ├───vertices
│   └───vgroups

I think starting with a Library-centric model while marking out parts we identify as needing to be changed when switching to a Project-centric organization once we nail down the specifics.

Add the rendered image exception directly to the license

Considering that even things like fan art and fan fiction are considered derivative works of the original, I'm pretty sure that the reasoning about images rendered using models generated by the tool not being derivatives isn't legally sound. Thus it can only work as an explicit exception in the license.

Therefore, I suggest adding the text of paragraph 1.13 of https://github.com/animate1978/MB-Lab/wiki/Asset-Licensing directly to the license file distributed with the add-on, so that it won't be lost due to any kind of mistake.

Skin Shader Improvements

Ver 1.6.1a (Manuel's last version) was good but upon some playing around, added another layer of SSS for 1.6.2. Right now testing with 3 layers of SSS, with a sub dermal texture map input, also have a temp texture map for this, to try to achieve an even better skin look than before.

Possible texture bump map inputs for pores , wrinkles and other skin features.

JSON

Is there a way to automatically generate the different types? If not, we should figure out or make a way.

Also, how exactly is the JSON formatted? At first, I thought that it was formatted incorrectly when looking at the vgroups, but after looking at the other files I'm not sure anymore.

Resources for Link page at Wiki

You're doing a great job on improving this add-on for Blender, thank you!

I don't know how to adjust your Link page at the Wiki, but I thought this link would be useful too:
http://manuelbastionilab.wikia.com/wiki/ManuelbastioniLAB_Wiki

It's a community page I set-up when I wanted to help Manuel with his project, but I guess too few people knew about it. Not sure if that wiki should focus on this branch of MBLAB now or that it's better to only use the GitHub wiki?

I guess we can leave this issue open if other people have any suggestions for good links?

Baking textures to image problems

When trying to Bake procedural texturing to image, getting unexpected and problematic results. The only bake appears to be for the eyes and eye lashes, it does not bake the color as specified in Blender. This is problematic because some people will want to bake the custom shading done on MBLab characters, otherwise there is no reason for all the procedural texturing.

screenshot_2018-12-19_07-54-43

rest pose not works for IK

Describe the bug
Characters created in IK mode cannot use rest post to change poses.

To Reproduce
Steps to reproduce the behavior:

  1. Checked Use Inverse Kinematic
  2. Create character
  3. open Rest pose panel
  4. select any pose or custom pose
  5. just a little change

Expected behavior
I am not sure if this is a bug, intuitively it should work but in fact not.

How to install 1.65?

My blender version is 2.79, I can use 1.61, but I can't install 1.65 download from Projects page.
Nothing happens after loading the addons zip.

Character Outfit creating process

Dear MB-Lab Team I wonder if it's possible to add a
option that will cut the full body to allow us to create faster cloth for example
once the character created there will be an option or something that will duplicate the model but only the body and half of leg

9b
9a

Add Shape key transfer

When creating MB lab characters you might want to add meshes such as moustache, eye brows and clothes which add better detail to the character. However these added meshes do not get driven by shape key movements such as the breathing and mouth movements. It becomes necessary to create additional shape keys for the new meshes.

I have created a solution specifically for this purpose. By using shape key transfer plugin you can transfer shape keys by overlapping meshes and using a volume of influence to transfer shape keys.

However I am fairly new to writing blender plugins and having difficulties updating it to work with the new Blender 2.8.

It will be helpful if you can integrate shape key transfer in updated MBLab versions as I feel this is very basic necessity to improve and aid character creation.

I can also refactor the code with some guidance. Any help will be appreciated.
Thanks & Regards,
fBlah

Body Measures Bug

Describe the bug
When adjusting a character in the Body Measures panel, click on Update character, gives error

Result traceback -

Traceback (most recent call last):
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\__in
it__.py", line 1617, in execute
    mblab_humanoid.automodelling(use_measures_from_GUI=True)
  File "C:\Users\farishta\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab\huma
noid.py", line 382, in automodelling
    total_height_z += wished_measures[measure_name]
KeyError: 'head_height_Z'

location: <unknown location>:-1

location: <unknown location>:-1

Eyes in EEVEE are too reflective

screenshot_2019-01-03_23-02-59

Not sure how nor why but the eye shader in EEVEE is far too reflective.

Figured out there is a way to make separate networks for Cycles or EEVEE in the same shader so that is the approach I am going to take I think.

JSON poses don't work as expected

The weird thing for me is when I try to use the new versions of the jsons in Blender, if I load them manually, they work as expected, but if I put them in my downloaded copy of v1.65, they do not. I don't understand the code well enough to what I'm doing wrong.

Originally posted by @blaisefaint in #3 (comment)

vertices influence broken in 2.80 if using basic muscle armature system

Create a new figure with basic muscle armature system turned on. Finalize it.
Go to modifier tab of the mesh. Switch off the armature's visibility in the viewport and switch it on again.

Mesh is totally broken after that action.

I used an actual git pull of blender 2.80 from 30.12.2018.

If you are not using the muscle system everything works fine.

In 2.79 the muscle system works also fine.

Expression Shapekeys cannot be animated

In Blender 2.79 and MB-Lab 1.6.5 shapekeys are able to be animated, such as going from a closed mouth to an open one by keyframing the shapekeys after finalization.

In Blender 2.80 and MB-Lab 1.7.0 this is not possible. Once you insert a keyframe, it retains that value and cannot be changed.

Installation in Blender 2.79

Describe the bug
During the step in the installation process where I am "checking the box to enable the addon" I get an error reading:
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\addon_utils.py" , line 331, in enable mod = import(module_name)
File "C:\Users\b1n4ry\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\MB-Lab-master_init_.py" , line 1241 filter_glob: bpy.props.StringProperty(

SyntaxError: invalid syntax

*To Reproduce
Steps to reproduce the behavior:
I have reproduced the problem everytime I have uninstalled the addon, reinstalled it and checked the box.

Expected behavior
The Addon to be installed.

Screenshots
If applicable, add screenshots to help explain your problem.
capture

Additional context
Add any other context about the problem here.

Website

So I looked into getting a site, forgetting that pretty much ALL hosts charge yearly, despite putting monthly prices on display. Long story short, cannot afford to buy hosting space and domain at this time. So looked into the Github site pages thing, set up an organization, made a new repo for this site and have a new "test" site at this time. It is NOT production ready so to speak, I used a template I found off the web so it still has it's default pages and images but I edited it enough to convey the idea.

https://mb-lab-community.github.io/MB-Lab.github.io/index.html

I am working on some imagery right now so I can replace said images, I think I like the look and feel I just need to add more.

Yes? No?

Allow Slider Limit to be disabled

MB-Lab was built originally to create realistic humans. Sometimes, realism isn't what is wanted.

Currently all modifiers have a max of -1 to 1, however, with the removal of 4 lines in def combine_morphings this limit can be increased to -5 to 5. I am afraid that this might introduce new problems.

An addition of a GUI option to disable/enable this limit should be added. It most likely will require changing how/where this limit is added.

Export all images in Skin Editor does not export all images

As the title says the exporting of images from MB-Lab only produces a couple of images, in my test it exported the dermal image and displace image, however the dermal image is that of the sub dermal image I made, not the original diffuse and the displace image is solid gray.

To make matters worse it seems to choose whatever image it can export, did a new scene with a new character, exported all images and this time it exported the diffuse map and a different shade of gray for the displace map.

Third test with just the dermal export and again it chooses the sub dermal map.

Might have to disable exporting of images altogether

Finalizing has errors

Describe the bug
wrong interaction over image array
should return name get_modifier_name

Vertices files

Does anyone know how to generate the files in the vertices folder? I assume that it's just a list of all the vertices in the models.

Random Generator does not function

Describe the bug
Random Generator is broken

To Reproduce
Steps to reproduce the behavior:

1 - Create Character
2 - Open Random Generator menu
3 - Click Generate.

Traceback (most recent call last):
  File "/home/farishta/.config/blender/2.80/scripts/addons/MB-Lab/__init__.py", line 1417, in execute
    p_height, p_phenotype, set_tone_mass, b_mass, b_tone, p_fantasy)
  File "/home/farishta/.config/blender/2.80/scripts/addons/MB-Lab/humanoid.py", line 768, in generate_character
    props_to_process = all_props[:]
TypeError: 'dict_keys' object is not subscriptable

location: <unknown location>:-1

location: <unknown location>:-1

Does not modify the mesh

Improve teeth shader when using EEVEE

Is your feature request related to a problem? Please describe.
When rendering with EEVEE, the teeth look like graphics from the year 2000. Could this be upgraded to be more realistic?

Describe the solution you'd like
Improved EEVEE shaders for the teeth

Describe alternatives you've considered
Learn more about graphics and EEVEE so I know how I could do this myself :)

Additional context
teeth

Anime Characters Broken

Traceback (most recent call last):
  File "/home/farishta/.config/blender/2.80/scripts/addons/MB-Lab/__init__.py", line 1726, in execute
    start_lab_session()
  File "/home/farishta/.config/blender/2.80/scripts/addons/MB-Lab/__init__.py", line 101, in start_lab_session
    mblab_humanoid.init_database(obj,character_identifier,rigging_type)
  File "/home/farishta/.config/blender/2.80/scripts/addons/MB-Lab/humanoid.py", line 217, in init_database
    self.mat_engine = materialengine.MaterialEngine(self.obj_name, self.characters_config[character_identifier])
  File "/home/farishta/.config/blender/2.80/scripts/addons/MB-Lab/materialengine.py", line 33, in __init__
    self.image_specular_file = character_config["texture_specular"]
KeyError: 'texture_specular'

screenshot_2018-12-30_10-11-25

To be fair, I haven't paid any attention to the anime characters, in 2.79 they seem to build fine but in 2.80 the above happens, so this needs to be addressed.

Auto Updater

Is your feature request related to a problem? Please describe.

https://github.com/CGCookie/blender-addon-updater

So this popped up in my radar a few days ago, this can make updating code for users a lot easier considering this repository gets frequent updates per month.

Describe the solution you'd like
Get this added in at some point in time.

Describe alternatives you've considered
Not sure...

Additional context
...

UE4 shaders

I know MB-Lab is first and foremost designed for Blender Cycles but has anyone tried to use the latest MB-Lab 1.7.0 with Unreal Engine 4? If so, would you mind sharing your UE4 material? Or at least give some tips as to how to make the models look closest possible (I know it can never be 100%) to how they look in Blender Cycles?

clean animationengine

Describe the bug
[ ] - to many variables
[ ] - use of xx_ID on methods and variable names
[ ] - get_bones_by_parent not used
[ ] - use staticmethod for no-self-use

MakeHuman assets

makehuman_asset_vs_mblab002
Just experimented with MakeHuman assets, this one was hair. With some work it is possible to add at least some of these assets to MB-Lab. Most work is just scaling the mesh right. I have yet to try out the proxy fitting tool in MB-Lab so don't know how that will work with the MH assets just yet.

These are licensed as CC0.

KeyError: 'eyes_albedo' at character finalization (prevents finalization)

Describe the bug
Texture for eye albedo missing? or is it undefined? Resulting in not being able to finalize character when "Save images and backup character" is selected.

To Reproduce
Steps to reproduce the behavior:

  1. Create Caucasian female with "Use EEVEE materials ()" selected
  2. Create character
  3. Finalize Tools --> Finalize with textures and backup
    • Keep "Save images and backup character" selected
    • Give a Prefix name like "testy"
  4. See error in console and character not finalized

Expected behavior
Not see an error when clicking finalize and having a finished finalized character.

Screenshots
mb-lab_error_eye-albedo

Additional context
If "Save images and backup character" is deselected, there is no error and it successfully finalizes.

Logs

bpy.ops.object.delete(use_global=False, confirm=False)
Traceback (most recent call last):
  File "C:\Users\*user*\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab-master\__init__.py", line 1268, in execute
    mblab_humanoid.save_all_textures(self.filepath)
  File "C:\Users\*user*\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab-master\humanoid.py", line 450, in save_all_textures
    self.mat_engine.save_texture(new_filepath,target)
  File "C:\Users\*user*\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\MB-Lab-master\materialengine.py", line 244, in save_texture
    img_name = self.image_file_names[shader_target]
KeyError: 'eyes_albedo'

location: <unknown location>:-1

Pbr material

It will be great to have the material pbr with textures so we can use it for games

Toe bone flipping paste failure

Describe the bug
Toe bone flipping paste failure.

To Reproduce

  1. Steps to reproduce the behavior:
  2. select toes_L
  3. rotate toes_L
  4. copy pose (Ctrl c)
  5. select toes_R
  6. paste pose Flipped (Shift Ctrl v)
  7. See error

Expected behavior
toes_R should become a mirror of L.

Screenshots
-1

Additional context
It worked fine on 1.61.

transition to 2.80

Folks,

I spent some time today looking into what its going to take to move over to 2.80+

The changes to the UI mean there need to be certain changes to MB-Lab, and I'm not sure if it will be compatible with 2.7x afterwards.

This page shows helpful info on how to change things:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/UI_API

I'm going to add a few tasks to the 2.80 port project based on things I found out. There is sure to be more that needs to be done, I'm still fooling around with it.

In the meantime, I wanted to ask for a discussion about how to transition to 2.80? Do we fork now and try to unify after 2.8 beta ends? Do we go to 2.8 now? Maybe we just investigate 2.8 conversion now and implement the changes later? Other ideas?

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