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mswertfager
09-02-2009, 09:13 PM
When adding muscles to an already skinned char I run into some problems into the later steps.

With my smooth skined char...I am doing the following (trying it just on the bi-cep 1st):
(setting up the muscle base system)
1) select shoulder and elbow joints. Chose Muscle/bones>convert Surface to Muscle/Bone. Chose my axis...can see the new Capsule shape

2) Select Skin and then select shoulder and elbow joints. Chose Skin Set-up>Apply Muscle System Skin Deformer (at this point it says The mesh appears to have skinCluster applied....like to add Relative Sticky Skin Derformation. I choose Yes...at this point, I think Maya is on top of it and will let this happen, and handle the co-deformation)

3) The next step per-cookbook/standard set-up is to add the weights. Select skin, select elbow and shoulder joints and chose Weighting> Apply Defalut Weights...at this point it says error CMuscleWeightDefault. There aren't any muscle objects connected to apply weights to.

I suspect this is where the problem occurs...

any thoughts?

-Michael

Using Maya 2009.

michaelcomet
09-09-2009, 12:57 AM
You are missing a few steps...

First... when you convert/add the cMuscleSystem node...you only should choose the skin mesh and not the joints. It's a two step process unlike Maya's skin. ie: First choose your body mesh, and choose "Apply Muscle System" and hit Yes for relative.

Then after that is done, you pick your capsules/muscles etc and also select the skin mesh (order of sel does not matter) and in the Muscle or Skin menu choose the "connect muscle" or such.. I forget the menu items off the top of my head.

Now you can go and paint.

One more important but not obvious part of using "relative" mode.
For relative mode to "normalize" the weights properly...you'll need to make 1 dummy capsule/bone at the origin.. connect this in and change that single bone to NOT be relative. Flood all the weights to it..and always always leave it at the origin. Then go in and add in/weight the real muscles bones. If you don't flood the origin one to 1.0 first you will have normalization issues...

I really should make a quick tutorial page for this...
sigh...

comet

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