cmymc Posted May 25, 2015 Share Posted May 25, 2015 (edited) Hello there, I'm wondering whether I can create a realistic muscle rig using Auto Rig. Setting the Deform Type parameter to muscles doesn't give the result as I expected. Those muscles created seem to be one-to-one replacement to bones, which are way too far from realistic. So I'm thinking of doing the following steps. a) Create an Auto Rig using bones as Deform Type. Manually create some realistic muscles, parented to the joint hooks from the animation rig. c) Append a CaptureMetaball node to the skin, and use the shelf tool 'Add Muscle to Solution'. However I'm not sure whether it is allowed to append a CaptureMetaball node after an ordinary Capture node, also how to mirror muscles from one side to another, along with their hooks mirrored. (The mirrored part created by the Mirror Shelf Tool won't be updated if I tweak the corresponding part on another side later.) Please give me some advices. Edited May 25, 2015 by cmymc Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted June 12, 2015 Share Posted June 12, 2015 i would think twice about detailed muscle system, ive recently finished a rig full of muscles( i have to make a custom muscle sop for some needed functionalities). but in the end speed and complexity will be your worst nightmare, the muscles on the autorig will suffice, its a good base "bone muscle" set up( still better than plain bones),if your thinking intricate details ( collision, wrinkles, skin, fat) i would suggest do it in sops with some blendpose chop to active areas of jiggle/flex/compression/volume preservations, its faster + you can paint stuff and you don't have to shape muscles one by one.another thing is metacapture/mirror capture/capture paint weight are a bit sneaky nodes and very delicate unless you can write your own capturing system well, i'll still be here tomorrow to high five you yesterday my friend. Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted June 17, 2015 Share Posted June 17, 2015 So, use the native Houdini muscle system for simulate and inflate meshes are out of the question? Or if not is it possible to do something like this? https://vimeo.com/18296827 Quote Link to comment Share on other sites More sharing options...
michael Posted June 17, 2015 Share Posted June 17, 2015 you can do this with the current muscle tools...DON'T use the auto-rig - their very slow right now you could also try some FEM if you're brave Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted June 17, 2015 Share Posted June 17, 2015 (edited) Cool! Thanks for the feedback! If anyone could share some experience on using the Houdini native muscle tools it would be nice. Edited June 18, 2015 by Mzigaib Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.