Open TetoTheSquirrelFox opened 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.
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.
@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 :
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 :
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.
Oh that is nice!
Wow really impressive ! it would be really nice to be able to export blend shapes (body / age / tone / mass) to unreal :D
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 :(
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.
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
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 :
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)