MB-Lab is the spiritual successor to the Manuel Bastioni Labs, a powerful character creation package for Blender. We go hands on in this video with the recently released MB-Labs 1.7.8. Link: gamefromscratch.com/mb-lab-1-...
The AGPL can be an obstacle in case someone wants to create a closed source game or closed source 3D models using 3D characters made with MB-Lab because the AGPL will propagate from the base models and from the database to the output models.
That's why it was removed. The previous release forced AGPL, the new one doesn't. > Of perhaps most importance to game developers however is this announcement from BlenderNation describing the new character tools, enabling game developers to create assets that aren’t limited by the AGPL license.
@@nextlifeonearth Nothing was removed, the AGPL base meshes are still present in MB-LAB. The latest update made possible to add non-AGPL base meshes, but someone has yet to actually make them.
I have been watching your videos for a while now. They always come up on my feed even though I wasn't subscribed this whole time. [honestly thought I was already] But one thing that always makes me chuckle every time I click on one of your videos is how it sounds like you just main lined a 55 gallon drum of Red Bull. And myself being from NJ I typically am told I talk too fast. lol Great content as usual. I subscribed btw. And thanks for all the coverage on Blender. I have been using it for over a decade professionally and I appreciate seeing it get the attention it has over the years. Videos and content like this are easy to forward to clients that may not be familiar with the software and want assurance that it's something that can be relied on. So thanks for that. That and all the game engine related videos are a huge plus of course.
Under CHARACTER DESIGN -> Body Measures -> Measurements (enabled) there are loads parameters for adjustment of the character, especially the face. For instance the nose has about 30 params. That is where the section for Expressions are too.
@pachimonster What are you saying is OpenSource mess up in a galactic level or is commercial use with extra steps?? I mean "Work for my product for free and I will charge people for your work"
This latest version allows you to make your own base meshes to be manipulated by this toolkit, which will then allow you to use it in whatever you want.
@@NdxtremePro That creates a problem. The plugin is supposed to speed up your workflow. If you have to create your own base meshes, you better off simply making the entire character yourself, as that would take less time.
If your working on a game, especially in Unity, I'd suggest having a look at UMA 2 instead, it's MIT and you can use it to make a character creator ingame. Or MakeHuman ofc, 1.0.2 gives you CC0 results, later versions give you CC-BY results IIRC.
@@Sylfa ive been using makehuman and read those characters are free to use as you like once exported, as long you dont make a competing product with the models?
Wait, didn't he say at 13:30 that this isn't the case anymore? It literally says on the screen, "users can build new characters with restriction-free licensing so that they can be used in commercial games among other things"
@@perregrinne2500 That's only the half of what is needed to solve this issue: new non-AGPL base meshes can now be added, but someone has to make them first. Until these base meshes are made, the output of MB-LAB is still licensed under AGPL. Base meshes are basically the source data from which your custom meshes are generated from by MB-LAB, they are morphed according to your input, e.g. age, mass, muscle tone, etc.
You can edit your recordings and extend frames in Camtasia, allowing your to remove sections like the waiting or any mistaken nudity. It's super-quick to-do, you don't need to obsess about it during the actual recording process.
I so happy you did an update video to this plus maybe you could do an update video on vroid studio and making clothes plus they have a blender import addon to
Works with Blender 2.8.2 and 2.8.3. With version 2.9 it sometimes gives an error when finalizing. With the subdivision off, the model is about 18K triangles. Rig works without problems with external bhv animations (so far I have tested it without muscles), including finger animation (unsolved problem with makewalk). Slow interface and finalization even with subdivision off. There is a description for creating your own model in the utilities section, but it needs to be tested.
2:40 What I have started doing in my default startup file is add a “Prefs” workspace where the Preferences editor is already open in a window. That way it is just one click on a tab to switch to or from preferences settings, without having to select from a menu.
one of the most prominent features of aging is that the jawline starts to droop, i didnt see any of that when you increased age to 76 so that was a bit disappointing. the eyelids would be thick and drooping also.
I would use both, while both have their strengths there is some limited ability to MB-Lab that Make Human has and like wise, btw Mike thank you for telling me about MB- Lab's auto update tool
The only problem I have since I use it for a while is the face isn’t rigged yet even there’s a face rig button. Or is it just me who dont know how to use it
I actually did have an idea for a free game (not battle royale fyi) but I think MH deserves more attention. Mblabs base mesh models are waaay too detailed. Which means - depending on your machine a lot of waiting for rendering. Also no rig compatibility for UE4.
MB-LAB base meshes are at 30-40k range if you remove subdiv. That's too much? Even mobile platforms can handle that easily with Unity or Unreal. Unless you have 100s of characters with no LOD or instancing.
That's a lot of quads for a game model. Most character models are not even close to 10k quads. Remember that your game is not just character models, but several 3D models too. Sure, you could use those in a game, but don't expect it to run at higher framerates. Most of the magic of game models is in texturing and the tricks using maps, not poly count.
@@BrunodeSouzaLino Have you actually tested it are you just blindly following a decade old rule of thumb? Are you using LODs or no? 10k is way too low for an LOD 0 model nowadays. Your environment probably consists of static meshes which can be GPU instanced so it shouldn't matter that much as long as they are optimized.
Some people like their game to run on as many machines as they can. Other's live in the PC Master Race bubble or the Developer bubble, where everyone has high end or enthusiast level hardware and can upgrade at any point by simply wanting to do so.
Is there a way to move the eyes? I've been playing around with it, but there's no widget(?) to move/track the eyes. It's weird to have the character just stare straight ahead all the time
@@sigrid714 I'm waiting for makehuman to get it too. As a topology tool for terrain a friend uses as well. I think the tools not so popular that get it have some integration with makehuman.
if you have trouble like i am uploading the created character to Mixamo to add an animation, try deleting the MBl skeleton armature before you export the .fbx file from blender and upload it to Mixamo. They'll have you rerig it with their rig and then the character will be uploaded for you to check out animations on with Adobe's rig. if you don't this then the fbx file fails to upload to Mixamo, and this was the first and quickest fix i found for getting around that.
Was about to start messing with MB-Labs and I had this exact issue with a TurboSquid model's bones not lining up with Mixamo's animations. Was curious if this would be an issue with MB, so thanks for saving me the troubleshooting time!
Thanks for such cool video! Plese tell me why in material priview i see only violet color insted of texture of character's skin? I will be grateful for the answer!
i am new to animation and blender in all can we create an animated small clips ?? with this i think from explanation i believe so... please if you have small tutorial ?? Thanks
You gotta use your own base characters, you can see in the video that all starter models he had to choose from all had the text AGPL at the end of the name. Don't use one of those.
About the license, is it possible to make a open source repository with only your characters but have the rest of the game (music, levels, actual code and whatnot) still closed? Or the full game has to go Public Open Source?
I use 2.81 Version for Blender, before when i start to launch screen to Blender, it's work normally speed also after when i press the Preferences to click on Add-Ons then i press install to find MB-Lab-1_7_8.zip, after it's on already so i press Create character before it's work normally with Method to display/shade objects in the 3D view: Solid, and after when i press the Method to display/shade objects in the 3D view: Material Preview, problem is something gone wrong about the speed are not good enough, i don't even understand what's the problem system for MB-LAB are too slow, i have no idea how gonna to fix problem speed? Maybe MB-LAB is more highest Ghz or it's differents? My: Windows 10 Professional 64-Bits My: AMD FX (tm)-6100 Six-Core Processor 3,30 GHz And i'm sorry my bad english!
@@lrnzo73 It depends on what your plans are for that game, right now with the license of MBLAB, you'd have to put your project under the same license as MBLAB models. That's often not good. But I'm no lawyer.
I agree... There are already plenty of tools for base mesh character generation. I don't see alot of Clothing/Garment solutions apart from creating everything from scratch in Marvelous Designer/Zbrush. I'm looking for a tool for Clothing generation for quick prototyping but I can't find any...
@@MagnoVJ10 Search for Blender Cloth stitching. You get a lot of the work done with an easy cloth sim and now with the cloth brush or smooth tool to add or remove wrinkles. Get your real world dimensions down right and you should have some nice clothes. Join the new cloth mesh to your character and weight paint or auto weight and now it animates with your character.
This looks a lot like the $70 "Human Generator." However, _that_ app seems a bit more stable, if nothing else. Still, this looks quite interesting. Thanks!
I undestand the AGPL license doesnt apply to 2d renders...so would making sprites with the models for a game also require me to give the models and game for free?
I feel like he blamed the blender community for being a horrible salesman. The guy got mad that noone wanted to buy his cart of fifty dollar Nintendo switches. Because he whispered they were on sale in a Costco bathroom. Other then changing his license for new MBL, to sell it as a paid add-on. Or I dunno, SELLING IT TO SOMEBODY ELSE! No, he had to erase it off the face of the internet because he got mad. Mario had mental health issues, and he blamed us for 'em.
Finally someone continued on with this free and great character creation tool to make it compatible with Blender 2.8 versions! I used Makehuman before with earlier Blender versions but the plugins for Blender (MHX) dont work with 2.8 versions as I get it. The development of both MBlabs and Makehuman came to a complete stop before indeed. I guess It was because Blender 2.8 use python 3 whereas earlier versions used Python 2.7. Since Python 3 and python 2.7 are not compatible this means you have to revrite plugins and tools from scratch to work with Blender 2.8 and upwards and I guess thats why MB gave up. Gonna give this a test spin later. What I see is promising!
@@igorgiuseppe1862 yes exactly, i currently have a good workflow for importing makehuman to Blender 2.8 through to Unity with mocap animation and facial lypsyncing. The only hard part is adding clothes that dont already come with makehuman.
you can use mhx2 exporter/importer which is bundled in the 1.2.0 beta or if you use older versions download the mhx2 plugin for makehuman and blender. its also very powerful in my experience
i forgot to mention this: watch?v=5adTaWiCWvM this was done on godot using an human model that was designed on makehuman, then the person did some modifications on blender to make the character look more appealing. as you can see the rigging is working fine
It is for commercial use. " - Can I use the characters and animations commercially? - Yes. The characters created in Fuse, characters downloaded from mixamo.com, animations downloaded from mixamo.com, and animations available in Photoshop CC can be used for commercial projects without any licensing or royalty fees." helpx.adobe.com/beta/fuse/faq.html
The Steam version of Fuse isn't the actual Adobe version.They are slightly different in that Adobe owns their very own version made available through their Adobe Creative Cloud suite. Steam's version is made available through a seperate Mixamo connection/partnership not affiliated with Adobe's version.
The license in GitHub (github.com/animate1978/MB-Lab/blob/master/license.txt) is still AGPL, under section "LICENSE OF MODELS GENERATED BY THE SOFTWARE" as "The default license for models generated by the software is AGPL 3: www.gnu.org/licenses/agpl.html. As derived product of the AGPL'd database, the models must be distribuited under AGPL 3, with the same copyright of the database." So I don't know what that post is saying, the license is still a no-go.
way behind. daz and character creator are always improved each year.daz and cc3 also has lots of assets to work with for fast prototyping but it costs money. this one is free but is agpl licensed which is dumb so this is very bad. would recommend makehuman instead for free character creator
If I understand correctly if you use this to make a RU-vid video or the like you don't have to host and link to the assets, so it's still useful for video work. However, as someone who can't make character models it's still absolutely useless for game development. "Do the thing you can't do and we won't infect your game with digital herpes." If you can make your own characters you might as well cut MB-Lab out of the loop. I mean it's their software and they're free to release it under any license they see fit, but it's kind of a tease if you want to do anything other than Cycles/Eevee rendered videos.
Powerful , BUT it doesn't support mediocre or low poly characters, which you end up with something like 500k vertices that is not suitable for game dev
i had the same issue but i fixed it. go in to the addons screen in blender. underneath the entry for MB lab there's a checkbox thing to enable updates. click that and then click the button on the left that says "update now" or something. for whatever reason the archive they have released on the website isn't the latest version but it's been patched.
It helps to watch that video. The current models are still AGPL, but they added the tools to change that. Soon the models will be available for commercial use.
yeah, what a disgrace in the name of open source.. better off with makehuman.. just that, damn, this plugin is pretty neat for facial exp, elf ears (I'm just so bad at sculpting that) and aging/weight-shifting, n all
@@etta777 you can use it in a commercial product though. you would just have to adapt your business model to the fact that you would be obligated to release your source code under AGPL. there is plenty of commercial GPL-licensed software, most notably commercial uses of the linux kernel like android, RHEL, etc.
Because of a free character creator that produces models that looked like something from the late 20 years ago? Yes I am sure the Maya developers are really shaking with fear.
It's not a matter of better or worse. It's what people work in the industry use. CC3 is not part of Maya, but a separate piece of software made by another company.
@@gamefromscratch DAZ3D basic version is free. It comes with male and female figures and dozens of morphs to blend into your creations, the Blender bridge is free.. there is a tonne of free stuff for it all over the place. You don't have to buy addons for DAZ if you don't wish... just to get 'humans' , it's completely free.
@@s1rmunchalot ofcourse it's (daz) completely free to use but not for comm purposes! read the fine lines in the docs of Daz.. and MB-lab's AGPL is just the cherry on top that stinks worst than **** Makehuman followed by Blender's sculpting it is for now - man I get tired just thinking of it :X