max5- convert bone to muscle

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  08 August 2002
max5- convert bone to muscle

how to use:
1. create a bone.
2. select the tip (the small child bone)
3. run the script
4. link the new point helper to one side and the original bone to another side of the skeleton.

now see how the bone scales acordingly..
you can select squash under bone options for larger effect..
Attached Files
File Type: txt muscle.ms.txt (528 Bytes, 106 views)
 
  08 August 2002
cool script

have you used it to animate a skin yet?

Does it work when you mirror the "bone/muscle" over to the other side of your rig?

Where did you get the idea

Sam
__________________
if it aint broke dont fix it
Sam Hodge
 
  09 September 2002
Nice technique. I was working on a similar thing a few weeks back using script controllers though. Essentially does the same thing but yours is much nicer.

One thing I've been trying to do is use a stretchy bone / muscle for the thigh muscles (stops the mesh collapsing through the hip area). now i've tried using your method as well as mine but they both seem to suffer from having the bones rotate around as the leg straightens. it does so because as the look at nears vertical its up axis gets confused.....

So my question I suppose is have you been using this on your rigs, and have you encountered this problem / have any work arounds.


Cheers.

DaveMcD
 
  09 September 2002
can you use an upnode on the look at constraint and get to to use something that will prevent the flipping for instance a dummy parented/link to the femur.

If this is the upnode it will stop the flipping, make sure you use the lookat upnode control and get the axis correct

the problem you were having was good old gimble lock

Sam
__________________
if it aint broke dont fix it
Sam Hodge
 
  09 September 2002
thanks samhodge

yeah i've tried a couple of things to try and keep them oriented. Usually i create another dummy as the lookats upnode but in this case i'm having trouble figuring out where that should be.... basically i have two bones as muscles near a thigh bone and the muscles need to keep relative to that. I think i just need to sit down and have a good think about it all....trying to do it whilst i do my real work as well....hehe

I'll get it right soon.


DaveMcD
 
  09 September 2002
added the point helper as the upnode..

well you were correct, the gimble issue wasn't taken into acount.

I've made the scaleble bone lookat use the point helper (target) as the upnode, so now when you link the point helper to the rig and the scale bone to another part it works.. I hope
Attached Files
File Type: zip muscle.zip (688 Bytes, 39 views)
 
  09 September 2002
Thumbs down BINGO!

Yep that works really well. Top work there. I've tried it out on my leg setup and so far it seems to work really nicely. A lot easier to set up that the script controller way i was attempting. Have you rigged up any characters with this technique? I'd love to see the output you're getting from it.

Cheers

DaveMcD
 
  09 September 2002
I can't get the time to rig stuff...

I made this script after seeing the subject rise several times and I simply had to learn a bit scripting..
I'm too dip into production to start rigging now...

please send samples!

I hope I'll have the time to build an interface for it where you can choose scale/squash.
 
  09 September 2002
well I added the interface

well.. no time for rigging but still:
1. added interface.
2. added an option to choose the type of scale.
-- you can choose between scale/squash
3. hit the button and fly!

todo list:
add a reset scale button
Attached Files
File Type: zip muscle_v2.zip (949 Bytes, 19 views)
 
  09 September 2002
V2.1 is out

well I've added the muscle tools...

send your rigs and comments.
Attached Files
File Type: zip muscle_v2.12.zip (1.0 KB, 52 views)

Last edited by yoni-cohen : 09 September 2002 at 04:02 AM.
 
  09 September 2002
Wokrs in max 4 too

Just thought i'd say that i've been using this in max 4.26 and seems to run fine. I might have somethng to upload and show sometime soon. It probably wont be too exciting as i'm using it on a real time model (about 3000 tri's). Using it mainly to stop stupid deformations.

DaveMcD
 
  09 September 2002
I can't manage to have it working on max5.
Is anyone could post some screenshot of what it does exactly ?

Thanks

Kib
 
  09 September 2002
It doesn't work in max5, what it does:

__________________
Martin Andersen
http://www.3d-designer.dk
 
  09 September 2002
well I gave up scripting..

I realy have no Idea at the moment of the cause for the bug the wrokaround is..

when max finished starting open the listener and choose run script: choose the script I wrote in the macroscript library and it will stop the bug...

I need more time to find whats the bug is all about and why menual eval' do work.


sorry for the trouble but it's still a beta version

:thumbsdow
 
  09 September 2002
I'm sorry, I know how it crash under m5. I wanted to have a screens of what the script do when it works ,-) Sorry

Kib
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 10:39 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.