Search the Community
Showing results for tags 'muscle'.
Found 4 results
anthonymcgrath posted a topic in Animation & RiggingHey all ok I have a simple joint chain anim done in Maya.. 4 bones and a tube animating to bend the tube. I've imported it as fbx (merged into scene).. it all comes in as a subnet package with joints and skinned mesh. All looks good. So I've been testing the muscle sim and basically I'm connecting the muscle start and end points to joints in the subnet. Right now it seems to work fine.. joints animate.. muscles follow. However I now need to update the anim on the 4 joint system. This is easy enough Maya side.. animate.. export fbx.. job done. BUT.. now I want to replace the existing bones/skel animation data with the one from my new fbx. And I've no idea how to do that. Can anyone help here please? Id be a bit miffed if I need to keep reparenting all those muscle nodes each time an anim changes lol. Ta! Ant
Hey all, There's something inside a muscle object that got me intrigued. The selected ctrl null seems to modify a muscle's shape, but there's that line in their viewport display icon that implies that its rotation is meaningful in some way. It doesn't seem to be, so my question is, am I missing something or there's something planned for a future muscle version and that's just waiting there for now? Michael?
anthonymcgrath posted a topic in General Houdini Questionshey guys this is more of a general question so feel free to throw your comments in... so i have a character i've animated in maya - i wanted to get this into houdini and try and do some subtle muscle jiggle and muscle bulge/tensing on the animated mesh. so my initial thoughts were - export out the alembic then try and run it through f.e.m system - doesn't really bring much except jiggle & looseness - a little similar to a grains setup (there is a h15 masterclass on yt where a guy does something similar with piggyhead) so after that my thoughts are now leaning to this: 1 export out the basepose character/skel as fbx from maya 2 export out the anim as fbx 3 in hou - fasten muscles to those joints, paint in some weights and things to provide the muscle bulge/defo in the right areas - mainly pecs and arms for my test 4 attach the anim to the fbx character skel i've imported and fastened the muscles to 5 sim 6 export alembic out back to maya this is my total noobness approach and thought process - its probably massively overconvoluted but i would love to get some feedback on how this is done in feature films - i know there's a ton of propietary tricks and tech but any advice for a homebrew maya-->hou-->maya pipeline would be ace. Also any tricks instead of muscles - do chops do a good job or is there other tricks i can use?
Hi! Working with muscles, i found that the flexibility is not enough for me and the deformation of parts of the muscle can be done only with animating the scale parameters. So i decided to make some custom things to deform it in realtime, while moving control objects. This is example with IK on two bones and one muscle. The length of the curve controls the scale parameter to deform one(this can be all parameters with independent values) scale parameter. http://vimeo.com/97041744 I think will be good to make an asset from this. Hope on your feedback!