Monster : muscular system


#41

That’s a nice setup, but it still kind of looks like a rubber suit. I don’t think there’s anyway to avoid this unless you could paint the “thickness” on the skin. That is, change a parameter on the vertex level that affects the stretchiness and friction of the skin, making it seem thin in places (deformed a lot by the muscles) and thicker in others (hardly stretches at all).

Maybe if you changed cloth properties on the individual panels you could do this. What would really be nice though, was a system that dynamically did this to the areas of the skin that were stretched.


#42

Nice, although I admit I would have wanted some loose skin under chin and arms also (considering the cloth). But I can still understand the benefits of this technique as I’m working on a muscular system for a dancer, and deformable bones and skinning with tons of different bones is really a pain in the ass…
But as you said, on the other hand, simulation is way too long !

Everything is a matter of choices ! :shrug:


#43

Originally posted by rem07
[B]olala!je l’avais jamais vu celui-la…les déformations sont terribles ,t’as du bien te prendre la t^te;voila 1 perso ke j’aimerais bien animé.vas-y post tes recherches
bon bisous mon ptit :scream:

:bounce: [/B]

Bless you… looks like you sneezed on your screen.


#44

the 30mb download is well worth it. Some 10 seconds are just more interesting than others…

One thing I wonder is though why you went for cloth in stead of softbodies? Isn’t cloth a lot more calculation-troublesome with more chace of glitches?

Interesting stuff nevertheless, would appriciate it if you could elaborate on your mothods…

Corny


#45

very nice stuff. I am trying to creating somthing like what you did. but in xsi. its fun realy getting into leanring the proper muscles for the deformations.

/fox


#46

very nice RIC tell me do you have a tutorial or some steps on how to do this with the skin and the muscle
it’s very nice men keep up the good work


#47

hello what is paraform?


#48

Originally posted by may99
hello what is paraform?

its a modelling app that is often used to draw nurbs patches ontop of high detailed scanned models. it handles realllllllyyyy high detailed geometry very very well.


#49

:beer: :buttrock: :beer:


#50

Thanks a lot for sharing your stuff, u said u were working on another method that would be more efficient, can’t wait to see that. I’m using xsi…I wonder how I could use your method in it, I’ll have to look into it.

Ca arrache, ca fait toujours plaisir de voir du beau travail d’un compatriotes francais!:smiley:


#51

This is very cool, I’d also like to hear more details about how it’s done.
Also, 10 hours for 120 frames, which comes to 5 minutes a frame. That actually doesn’t seem that bad to me. Of course, I guess it coule be better, but I remember reading that Tippet’s muscle sim took 10 minutes a frame for Sammael.

At any rate, good work.


#52

This is a really neat little test. Have you heard of the method they used on Hellboy? They also had problems with the skin taking a long time to simulate, but the results speak for themselves. Good job. :thumbsup:

You know, if you convert your mesh to Maya cloth (so that it gets tesselated in that weird random fashion) then delete the cloth solver. The newly tesselated geo will bend in a very nice way when smooth skinned. It’s a neat little benefit of having Maya Cloth because I’ve yet to find any other tool that will tesselate your mesh the way cloth does. Of course, good edge loops can do the same thing, cloth is just easier.


#53

For hellboy they basically wrote their own skin solver that did a similar thing to what cloth does. It just was a little more complex. Like it could calculate the distance between the muscle and the skin and then replicate a fatty layer. There was 2 kinds of solvers though. The one took 10 minutes per frame on one machine, but this solver would check the frame before and after and work accordingly, so it required it all be done on one machine, but the other solver didnt never previous or following frames, so they could do 100 frames on 10 machines at 10 minutes a frame and basically get 100 frames done in 10 minutes. There wasnt a real noticable difference. There were some shots however where they did use the more complex solver.

BTW, very cool little test. I’ve been doing a lot of muscle research as well, but havent really found enough time to get into it as much as I’d like.

later:wavey:
loked


#54

Hi RIC!
Congratulations:buttrock: :buttrock: :buttrock:
I did not see the animation, this is really impressive:bowdown:
You worked very hard on this creature and you totally deserve the front page.

MORTEL!!!

Pascal


#55

very good, Ric!
the system works very well, amazing!
Congratulations!


#56

a tutorial would be awesome. However, I would settle for some of misc. links to cloth related articles if anyone has them! That would be great!!


#57

Cool work.
But can you explain what are those blobby pop ups and behaviors of the skin in the love handle area and abdomin area?
It seems that the skin is sliding suddenly on itself.
May be you are using displacement map but it’s definitely an issue, if you take care of it it’s just very cool stuff
:beer:


#58

Originally posted by shahrokh
Cool work.
But can you explain what are those blobby pop ups and behaviors of the skin in the love handle area and abdomin area?
It seems that the skin is sliding suddenly on itself.

This is the result of noise inherent in the cloth simulation. The only way to combat it I think is to increase the resolution of your meshes (slowing it way down) .

I’m still wondering why nurbs are being used here.

Someone mentioned a desire to have different sliding properties in different areas–this is quite simple in XSI; you can control cloth porperties with a weight map that can be painted on the vertices.

Someone else asked why cloth has to be used for this instead of deformers. The simple answer is that this is a way to provide the look of skin sliding over muscles and bones underneath it–deformers don’t do this well.


#59

Nice animation test


#60

my only crit is your inability to compress video :smiley: Great job otherwise, it’s very professional aside from the computing times.