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JustKeepDrawing
08-13-2007, 05:19 PM
How does this setup work?

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It was all done with point weighting, basically.
Most of the deformation is done with Maya clusters applied directly onto the geometry
and there are also a few Lattices whose points are driven by clusters.

There are several hundreds clusters placed over Spidey's body.
And each of them works as a virtual muscle whose movement is
triggered by the animation joints via Maya expressions (equations).
For example, there are clusters placed and weighted around his biceps that get triggered by
the elbow rotation, and as a result these cluters give a nice bicep bulge effect.

The idea behind this technique is that I was convinced the best way to get the most believable deformation
was to have geometry precisely sculpted(weighted) at as many poses and have them interpolated as real muscles and skin would move.
To achieve both precise shapes and realistic interpolations, I found combinations of clusters and expressions work very neatly.

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joeedh
08-16-2007, 11:02 AM
The idea is you have clusters (which deform specific geometry in a soft way) on major muscle groups. Then you have maya expressoins (or something else, like action contraints or drivers in blender) that tie specific arm/limb rotations to cluster "muscle" poses. Basically its the same thing as using corrective shape keys, only instead of, say blending with a shape key to bulge the bicep when you bend the arm, you instead blend between poses of the clusters.

Joe

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08-16-2007, 11:02 AM
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