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pacodel
08-29-2009, 11:55 AM
hi, if anyone can help me please.

i spent a lot of time rigging a character with cmuscle on maya2008 with the extension1. now i need absolutly to open this scen in maya2009. so the scene opens and all the objects are there but the skinning just does NOT work. the binded geometry does not move at all with the muscle deformers.

i re-open the scene on maya2008 to check if the problem is in the scene but everything works fine on the 2008 version.
can anyone help please because i really need to continue on the 2009 version.

andyLP
08-31-2009, 06:21 AM
you have 2009 unlimited right?
is the muscle plugin loaded?

pacodel
08-31-2009, 09:35 AM
yes it is. and everything works fine but the skinning. the musles just don't affect the geometry.

JimmyM
08-31-2009, 01:33 PM
Hi guys.Do any of u knw a way to automatically update a window so that when chances are applied to some of its attributes, changes effect it? I have created a button that assigns a material to an object. The buttons calls out the proc :

proc runShader()
{
createAndAssignShader lambert "";
connectNodeToNodeOverride("lambert2", "lambert2SG");

}

I then connected a color Attr slider ,connected it to the created material...when the button is clicked again; it creates a new material and the slider wont use that material because its connected to the 1st material. namely lambert1 and nt lambert 3 or whatever.

Is there a way of putting or querying the selected objects material node onto the slider so it updates to the new material every time.

My slider:
attrColorSliderGrp -at ("lambert1.color");

Last bt nt leat. I am also tying to use a check box, connected to the objects "Refractions" attribute.

string $onCommand = `setAttr "lambert1.refractions" 1`;
string $offComm = `setAttr "lambert1.refractions" 0`;
checkBox
-label "refractions"
-align "center"
-onCommand $onCommand
-offCommand $offComm;

Bt to my surprice nothing happens to the attributute editor when I check and un-check on the checkbox, in theory both my "Refractions" checkbox and the original should sync.
It would be awesome also when the "lambert1"...refr...was instanced from the queried material and nt hard coded.

michaelcomet
09-09-2009, 01:00 AM
There was some internal junk that changes between MayaMuscle 1.0 and 2.0...aka Maya 2008 to Maya 2009.

All you should need to do is to select the skin mesh, and in the Maya menus choose "Re-Initialize Muscle System". That will be a lot faster than it used to be btw..and should re-calc all the initial binding stuff etc and things should start working again for you...

ColorGraphics
09-09-2009, 01:48 AM
Hello,
I am learning rigging and IK animation and did create a sample character for the tests but i came to this problem, i rigged it and put an IK handles but when i move for example a leg the (imported OBJ character) looks like it tears in the joints. any idea why is that? what wrong did i do in rigging and how can i resolve this?

here is the image: http://sites.google.com/site/tozashvili/rig_ik_problem

Thank you very much!
Levan

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