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amnon
07-05-2002, 09:32 PM
i have seen a very interesting thread in the lightwave forum
http://www.cgtalk.com/showthread.php?s=&threadid=5209
is there something similiar in max?

LFShade
07-05-2002, 09:51 PM
Theoretically you could set up something like this through scripting or expressions. But it probably wouldn't work as well as those "muscle bones" because of differences in the way skin is attached to the bones.

undoz
07-06-2002, 12:52 AM
I think you can do it like this

undoz
07-06-2002, 06:43 AM
here it is a skinned version

LFShade
07-06-2002, 06:51 AM
That looks really nice! Excellent work, undoz:beer:

undoz
07-06-2002, 07:00 AM
hehe , thanks LFShade :beer: :thumbsup:

amnon
07-06-2002, 07:49 AM
it looks really good.
how did you do that?
is there a way to do it without the scripting

undoz
07-06-2002, 08:04 AM
yes. I don't know a thing about scripting :)
here it is the max 4.2 file

amnon
07-06-2002, 08:47 AM
thanks a lot.
could you explain how did you do that?
how did you connect the the scaling of the bone to the movements of the other bones?

undoz
07-06-2002, 09:10 AM
ok ... I'll try :)
1: create bone 2 and 3
2: bone 2 > properties uncheck freeze length and set the stretch to squash
3: create the point helper and link it to the forearm
5: unlink bone 3 > assign controler to link constraint > add link 1-point helper
6: select and link bone 3 to bone 2
7: select bone 2 and assign look at controler and select the point helper

hmm .. I hope this will work :wip:

amnon
07-06-2002, 11:19 AM
thanks again. i have a few questions;
1.why did you say that i should unlink bone 3 from bone two and then link it again?

2.i think you meant select bone 02 and assign a look at constraint
not bone 03. am i right?

amnon

undoz
07-06-2002, 11:54 AM
If I don't unlink bone 3 then when I assign the link constraint to the point helper it would be a mess .. bone 3 moves somewhere else .. I don't know why. :)

at the second point you are right .. I corrected the mistake

Eugeny
07-06-2002, 12:24 PM
Nice, i think its better technique then using morphs...

ambient-whisper
07-06-2002, 12:31 PM
Originally posted by Eugeny
Nice, i think its better technique then using morphs...

depends how your app handles morhps ;)

Eugeny
07-06-2002, 12:39 PM
I don't think what Max have any problems with morph...(exept painfully slow update in combination with mesh smuth).
Just this technique is better for me because actually u don't need here any morph - its only bones with IK and skin so update is mach faster then using morph...

ambient-whisper
07-06-2002, 12:48 PM
the problem however is that the deformations are much less accurate than if you were to model these deformations.
still a morph+weigh system would be ideal for this.

Iain McFadzen
07-06-2002, 08:29 PM
Hey A|W, piss off back to your own forum and stop trying to make us Maxers feel inadequate :)

(oh yeah I forgot, there isn't a Mirai forum :p )

ambient-whisper
07-07-2002, 11:53 AM
Originally posted by Iain McFadzen
and stop trying to make us Maxers feel inadequate :)

im not. and you can do what i mentioned in max. it does involve a few more steps...but it will be a bit more accurate than just weighing. take a look at teh facial stuff for messiah. well reuse that for body setups. :)

(oh yeah I forgot, there isn't a Mirai forum :p )

no?

Iain McFadzen
07-07-2002, 01:22 PM
Oh come on, I was only pulling your leg ;)

ambient-whisper
07-07-2002, 01:26 PM
Originally posted by Iain McFadzen
Oh come on, I was only pulling your leg ;)

bleh. :shame:

Matt Sutherland
07-07-2002, 02:20 PM
great stuff! how would it work on more problematic anatomy like shoulders & hips? (or has anyone got links to similar applications in other apps?) it might also work to simulate neck & sternomastoid motion...

Eugeny
07-07-2002, 03:39 PM
He he guys actually i'm LightWave user :thumbsup:
Just helped for my friend Amnon. :wavey:

toonman
07-07-2002, 08:21 PM
Nice... I wonder how this performs against bulge angle deformers... I'll do some tests this week... thanks!

Dominique
08-05-2002, 03:43 PM
great muscle setup, no problems on the 180°axis??

Anyone checked the "Jumping Link Constraint" in MAX 5???

TheDevil[DK]
08-05-2002, 10:11 PM
can't find it ..where is it ?

Dominique
08-06-2002, 07:42 AM
it's just the link-constraint,
you assign it and the object you linked jumps to another
undefined position, (happens when linking the ende-effectors),

(there isn't a function called 'jumping' link constraint, just asking if it's still jumping in MAX

:bounce: :bounce: :bounce:

Chris
08-06-2002, 08:34 PM
it will generally only do that of the two objects you are linking with the constraint are not aligned the same on their local co-ords. Just make sure you align them first, then it shouldnt jump... if it still does, it may need a reset xform or something like that.

Dominique
08-06-2002, 08:54 PM
Can't align the axis of my steering-wheel to both hands,
I do now always use aligned points, hands jump, can get them back, animating the hands-linkconstraint becomes another pair of shoulders, just hope they fixed it,

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