PDA

View Full Version : influences


ambient-whisper
09-13-2002, 09:22 AM
i been thinking about making a rig that i could save as a separate file so i can reuse it for future characters.
the idea is so that i create a few nurbs objects as muscles for major muscle areas that would need em. ( like shoulder, bicep )

what i been trying to do sofar is create a set driven key where a cluster deforms a muscle when a bone rotates.
that muscle shape would affect the object thats skinned.

the problem im at is that when i make an influence object, maya creates a duplicate of the object i selected to be the influence...and only the location/rotation and size of the Influence object affects the skinned object. ....but the overall changing shape of the influence object doesnt seem to matter.

any tips of what i might have to do for an underlying objects shape to affect its surface object?

( btw. how would a person setup an adams apple? so that you can slide it underneath the object?. im aware that i could use a sculpt sphere, but what if you want a specific object shape to deform the surface object?

just wondering:)

swag
09-14-2002, 12:41 AM
Hi, here is a tut for muscle & bone skin deformation

http://www.highend3d.com/tutorials/viewtut.3d?group=maya&tutorial_id=183&tutorial_loc=http%3A%2F%2Fwww.highend3d.com%2Fmaya%2Ftutorials%2Fwrapskin%2F

olivier georges
09-14-2002, 12:50 PM
hi martin,
if you want to change the shape of your influence object and to see the result, you have to create it with the "use geometry" option on, and you need to set the "Use Components" option on too on the skinCluster in your channelBox->inputs

i hope this is what you wanted ;)

Olivier.

ambient-whisper
09-14-2002, 01:55 PM
ahh sweet :d the use components option is exactly what i was looking for!!! :D. i was using the use geometry option the whole time. before but it wasnt using the influences shape as the influences were changing:) so this option fixed that problem. mucho thanks :D

swag. also than you for your post :) but after trying the tutorial ( which is kinda roughly written ) i had problems because it looks like after i skinned both the bones to the joints, and then wrapped the skin to the bones....the bones would do double transformations or something to that extent. also since there were a number of wraps/rigid binds...influences/clusters it really slowed things down a lot.

i think the parent muscles/clusters to joints, smooth skin, and add influences is much more efficient ( easier on cpu )from my experience so far.

cheers :)

olivier georges
09-14-2002, 02:28 PM
hi again martin ;)
i work now on a setup with smoothbind and influence objects, the tutorial on highend3d is not very well explain, moreover i think the best way to acheive a pretty good result is to smoothbind a low-poly version of a model with influences/muscles driven by joint rotations, and then use this model for wrap-deform a high resolution in subd`s or nurbs, make the low poly version non-renderable and the high def version on a display layer, then you can make a pre render Mel command for turning the layer on and a post render Mel command to turning it off... I saw that the plug-in Act developped for 3dsmax will be available soon . look at here : http://www.cgcharacter.com/

CY

Olivier.

CGTalk Moderation
01-13-2006, 04:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.