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View Full Version : A couple of questions about Maya Muscle


shcmack
10-05-2011, 10:04 PM
Hello guys :)

I've finally attempted to dive into Maya Muscle, which seems to be pretty awesome. I'm able to the basic things when working on things separately. However, when I'm trying to do muscles on a complete rig I run into some questions and problems.

First off, I'm wondering what the point of capsules is? Is it necessary to convert all of my original joints to capsules?

Secondth, I tried to convert my original skinCluster to a cMuscleSystem, which then converted all of my original joints to capsules and converted my original weights to stickyWeights. This worked fine, but when adjusting the stickyWeights on the left side and trying to mirror, I'm getting some weird behaviour.
In some cases, some of the vertexes won't get any weights, and will just stay in it's original position when moving around on the joints. In other cases, the vertexes will offset, I've attached an image of this:
Link to image (http://shcmack.site90.com/mirrorMuscleProblem.jpg)

Another thing, I've searched around to see if I could find some comprehensive documentation/tutorials on Maya Muscle without much luck. I would really like to know more about what I need to think about when using Muscles.


My last question, I found a video (which I think is from Autodesk) where he explains a bit around using Collisions. It looks like this is just a video in a series of others, if that's the case, does anyone know where I can get my hands on these videos?
Here's the link for the video: Link (http://www.freemayavideotutorials.com/tutorials/video-self-collision-workflow-maya-muscle.html)

uiron
10-06-2011, 07:32 AM
Autodesk stopped supporting muscles since 2012 Maya. This just confirms my opinion that maya muscle is worthless. It seems to be cool in tests, but try to actually rig a character - god forbid, a pretty-highres one - headache guaranteed. It's slow, it crashes, it's buggy - you mention it.

GabrielPettersson
10-06-2011, 12:59 PM
With the risk of sounding stupid I'l have to ask: where does Autodesk say that they no longer support the muscle system?

uiron
10-06-2011, 03:57 PM
With the risk of sounding stupid I'l have to ask: where does Autodesk say that they no longer support the muscle system?

Well, I can't tell if there was an official statement, but 2012 maya doesn't have muscle system covered in it's help files anymore, and I think it was even mentioned as intended change.

shcmack
10-06-2011, 07:58 PM
Autodesk stopped supporting muscles since 2012 Maya. This just confirms my opinion that maya muscle is worthless. It seems to be cool in tests, but try to actually rig a character - god forbid, a pretty-highres one - headache guaranteed. It's slow, it crashes, it's buggy - you mention it.
Aha, well that sucks! But the studios are still using it, right? I mean, is there any alternatives to Maya Muscle?

GabrielPettersson
10-07-2011, 07:26 AM
Im still using it, since I don't know of any alternative. It's a bit tricky to learn, but offers some very nice features once you get the hang of it.

shcmack
10-07-2011, 01:03 PM
Im still using it, since I don't know of any alternative. It's a bit tricky to learn, but offers some very nice features once you get the hang of it.
Yeah, I can't say I've seen any alternatives other than Pixar's inhouse-tool, the elasticSkin: Check it out (http://www.disneyanimation.com/library/elasticSkinning-movie.mov)

By the way, you wouldn't happen to have any answers for some of my questions regarding muscle? :)

GabrielPettersson
10-07-2011, 02:24 PM
I want that tool! :D

Converting all the joints to capsules are generally not necessary. Its useful if you want the skin to slide on the bones (which you will find doesn't work perfectly in all situations anyway). But I usually created external capsules for that, like for the knuckles and knees etc. Now a days though, with the arrival of dual quaternion skinning, this is generally not necessary either.

For mirroring:
1. Your joints need to follow the same naming pattern, i.e: char_L_arm01_JNT and char_R_arm01_JNT.
2. You should select only the vertices you are mirroring weights TO.
3. You should mirror TWO times. Lets say we mirror from left to right and use the naming convention above: The first time with no search and replace, so that everything is controlled by the left side joints. And the second time, with search and replace set to "Search:_L_", and "Replace:_R_".
I do not know why you have to use this two-step solution, but that is the only way that I have found working properly.

I have not tried it in 2012 though, only in 2009.

I have never seen that video you posted so can't help you there :)

Good luck!

shcmack
10-09-2011, 12:27 PM
Thanks a lot Gabriel, really helpful! :)

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