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Found 7 results

  1. Hello, I am studying muscle system, and prepared a setup with a cycle inplace walk animation for my creature. That way, everyhting worked fine. Next step i tried switching the old animation with a new one, running in space, much faster than before. The result now appears completely broken, seems like muscles cannot follow the bones promptly, they're remaining behind the bones and intersecting each other they are not able to deintersect. I just tried to: • increase the stiffness for muscle-to-bones and muscle-to-muscle constraints, in Properties Sop • remove all damping values, in Properties Sop • increase substep, in Solver • increase constraint iterations, in Solver • added velocity stiffness factor (fresh new property in 19.5.409), in Properties Sop • added velocity blend, in Properties Sop • enabled velocity blending, in Solver • increased velocity damping, in Solver None of them worked or gave acceptable results. Any tips on how can i fix it? Thanks Update: speeding the solver x2 faster seems to give better results, although still not perfect. Not sure this is the right path anyway.
  2. Hello all, I've been searching around for a while and I can't seem to find much on muscle simulation that doesn't already have a rig that was made in Houdini. The animation I have is from Maya, so I can bring in the cached and cleaned geo no problem. But I do need the rig to be able to attach muscles to the model to be able to move with it. It seems counter intuitive to bring in cached geo just to make a rig ontop of it, with the added problem of attaching it to the already moving skin. I might also not be looking at it properly, so it comes down to this; Does somebody have a good workflow for getting muscles to move with the cached geo in Houdini, or how to export an animated skeleton from Maya to Houdini? I'm properly confused, even documentation help would be good at this point, maybe a secret blog post somewhere
  3. Hey People, so as the title says I am doing a rigged character with frankenmuscles. I modelled the character, muscles and skeleton in Zbrush and rigged it in Houdini for some quick tests. I have seen that many people are longing for a step by step guide on how to muscle rig a character. I want to use this opportunity to find out myself how this system like the tissue solver works and set out a small guide how to replicate this yourself but for now it's more or less trial and error (geo moving away from rest position and stuff). If you want to contribute and help get this thread get stuffed with pro tips on this topic, i urge you to please do so. Here are some screenshots of the progress so far, as i said the franken muscle is deviating from its original geo position but i'll hope to figure out fast why this happens. I'll make sure to include a basic small setup .hip file for better understanding. (at least for now with my character geo this would be to big)
  4. Hey 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
  5. 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?
  6. hey 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?
  7. 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!
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