Jump to content

Search the Community

Showing results for tags 'muscle sim'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 1 result

  1. Hi guys, I am doing some tests with vellum muscle setup to decide if it's ready to replace my current Ziva workflow. So far i find it pretty good, and with help from the Rex leg example scene im getting pretty nice results so far. I managed to wrap my head around it and getting nice results. It's still not FEM, but pretty close, and compared to Ziva setup, this is at least for me much better workflow. Cant wait to see FEM integration of this setup, as they mentioned in Houdini 19 lounch reveal, that Vellum is first integration, and thean they will do same thing for FEM. Only thing that i am still not to sure how to replicate from Ziva setup is "targetShape". where you kind of create shape, which will act as target for your muscle shape when it's contracted. It's not 100% as with blendShape, but it will try to get shape of what you modeled. In Trex leg scene i see notes in Muscle Solver section where it says that is possible. "Similar to the way fiber contraction is handled, you can also have activators for muscle shape and muscle bulge. By default, all three qualities are driven by the same @muscletension attribute, but you can specify a different attribute for each and thereby affecting shape independently from bulge response (volume boost) and fiber contraction. Shape activation will look for a @targetshape position attribute. This static attribute supplies a rest shape to the solver that a muscle will then attempt to conform to when activated." But am not really sure how this setup would look like. Anyone tried to do this? Any suggestions? Thanx a lot, C
×
×
  • Create New...