animate1978 / MB-Lab

MB-Lab is a character creation tool for Blender 4.0 and above, based off ManuelBastioniLAB
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A new tab for tools about edit / creation of a model [Face expressions done] #234

Open TetoTheSquirrelFox opened 4 years ago

TetoTheSquirrelFox commented 4 years ago

What's this ? As I developed a morph editor, and Animate1978 develops his own tool for creating a new model, it's pretty obvious that sooner or later that MB-Lab will be a complete tool for creating characters from model to the shader. The list is pretty big.

But the size taken by the tools could be huge very fast and could bother the readibility of the addon, in an user point of view

Proposal : a new tab image Like this.

But I'm not happy with that : I don't think that those 4 main categories are good. I'm thinking more about this :

  1. Model
  2. Weight painting
  3. Muscles
  4. Phenotype
  5. ...
  6. Morphs
  7. Shaders
  8. Config files <- character_config.json for example, I think that it's possible to edit it directly in Blender.
  9. files management.

What I propose anyway is a framework for the next level of the addon. Separate the tools for a simple user that just want to create characters developed by others, and the creator himself. The more everyone here go deep inside the addon, the more that all can be customized and done by anyone who has skill in sculpting, because everything can be done in Blender, so can be saved in files because Blender is an opened soft.

Additional context I first tried to do this in another add-on, to avoid polluting the actual. But it doesn't work. At all.

So what do you think about this ? Animate1978 / team, do you like the idea or not ? (I won't be mad if you don't like, it's just a suggestion). I could also do a fork, do my stuff and integrate it after it's done ? (I mean, the framework, not all the tools inside)

TetoTheSquirrelFox commented 4 years ago

Nope, you're definitively right. And for this task, all tools are ready (if there's no bug of course).

But anyway, it's a good reason to test the tool.

Anyeos commented 4 years ago

MB-Model can be the name. "Model" comes from the fact that you are creating a "model" character for MB-Lab. And in the same time it means that you are more likely modeling / creating.

It can sound some ambiguous, but the name of the main addon is MB-Lab, so there are not too much choices for a name. The users anyway must learn that MB-Lab is the tool and MB-Model is the creator.

And truly, congratulations for the project.

TetoTheSquirrelFox commented 4 years ago

@Anyeos : I didn't see your message, thanks !

OK quick post today to say that I fixed annoying bugs, that weren't there weeks ago, but after weeks and weeks of coding, such things happen.

But more important, I changed the UI for the "adaptation tools" because more and more I add tools, less and less place for the content of the tools. I mean, if the user must scroll-up-down for each operation he wants to do, because the content of the tool is below the bottom of his screen, that would become tedious very quickly.

So the GUI now : image The tools categories don't change, but the content for "Model edition" becomes a 2 dop-down lists with title above, and then you choose the tool you want : image Plus, the code is easier to write, no need for each new tool to add 2 classes, with a bunch of options to complete. It's way more simpler to add new tools, and no risk to weigh down more the list.

animate1978 commented 4 years ago

Oh that is nice!

Br4x commented 4 years ago

Wow really impressive ! it would be really nice to be able to export blend shapes (body / age / tone / mass) to unreal :D

cesss commented 3 years ago

Is there any progress in the modelling of asymmetrical faces? That was a very promising feature that was in the todo list before Manuel decided to stop development. It's quite unfortunate that he stopped before implementing that feature :(

TetoTheSquirrelFox commented 3 years ago

Not yet. The top priority for now is to create a new model, and make it usable in MB-Lab. After that, yeah something could be done about asymmetrical morphing. But it's not an easy task, as the tool made by Manuel is not designed for this kind of stuff.