Monster : muscular system


#61

hmms i like you model…looks very cool…


#62

Awesome work RIC.
I’m sure a lot of people less experienced people like me are wondering how you went about setting up this rig.
SO instead of bombarding you with PM, i thought i’d just ask that you make a tutorial or at least some kind of a overview discussing the setup. I think it would be immensely helpful and inspiring to all of us.

Thanks and keep it up!


#63

I’ve seen a similair setup done with Maya sculp deformers. creating nurbs bones and muscles turning them into sculped deformers and having them effect the highmesh skin. awsome resultsbut hell on calculation time. I would like to see a tutoral on how you did this. very interesting. Been working an a similair thing myself however yours is way more impressive.

Good work


#64

Ric: First off WOW! YOU ARE THE MAN!

I have been working on a human muscular system for the past YEAR and have tried some of these cloth based solutions. A lot of people have told me that it is just not feasible (even people who work at Digital Domain etc)

From the time it took the sim to bake, I guess it isn’t feasible in production.

I would like to talk to you about muscular rigs. Check out my site at www.ChrisEvans3D.com. I have posted a lot of my human muscular rigging there. I am working on trying to add skin to it in Maya as well, but looking for something a little more economical time wise.


#65

Thx for all your comments !!!
PixoPath : hehehe Thx man ! :beer:
Zegritch : :bowdown: :bowdown: :bowdown:
Thx Pascal !!

See you !


#66

ca tue rien a dire :slight_smile:


#67

Beautiful work RIC! I tried to watch that movie yesterday, but it took to long to download so I tried again today. Looks fantastic.

We’ve been working with a similar method IN PRODUCTION. :rolleyes: But since we had to do it in production we went for a bit simpler method. We used polygons and had a copy of the geo as cloth object. Our subject was not humanoid, but a turtle, with very loose skin. We managed to have better solver times, around 6 minutes per 100 frames. Everything looked sweet and worked just fine. The cloth did exactly what I wanted it to, and wrinkles and sliding over muscles worked super during all tests.
However when animations started to appear we ran into trouble.
The skin still looked swell and with a few tweaks things worked fine without penetration and bad solves, but one big problem surfaced that we just couldn’t get rid of. The surface was popping and vibrating. We managed to get it to work descent, but every now and then a vertex popped and over all there where a crawling motion over certain areas of the surface. This really became evident when the character moved very subtle and slow or came to a hold. We thought that since the character is heavy textured this would not really show. But it did. In fact the texture made it VERY evident.

I see that in a few instances your solver acts the same way especially under the “love handles” and at the middle of the chest when he rises his arms. And this seems to be a Maya-cloth problem. A dream would be if someone came up with a way to damp certain vertices movement or some average surface dampening. I’ve been through all of the dampenings and cutoffs in the properties but never got rid of them…

So we had to bin the whole skin simulation idea.:cry: We only use it to solve certain difficult deformations, since the cloth deforms better than ordinary skinning. We have to work shot by shot to get it look good…
/Staffan
Fido film


#68

Very nice,

Looks very cool; ive been looking into this for a while now using LEMAN- (Layered Elastic Model ANimation). I did a test a while back, see if i can find it. I’ll see if i can do a test in max then post it.

anyway nice work!

eek

http://ligwww.epfl.ch/Publications/pdf/Turner_Thalmann_CGI_93.pdf


#69

YYYEEAHH !! wonderfull my friend !
keap up the very great work !!
:applause:


#70

Originally posted by pur9e
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.

You might be refering to my post, I’m not sure. I asked why cloth in stead of softbodies. I’m working on a project which uses softbodies with nurbs-muscle-shapes as collision objects. This as well creates a ‘skin slides over muscle’ effect. From what I understand (I personally do not work with Maya Unlimited, so no cloth) cloth is much more complex to calculate. Therefore what would be a reason not to use softbodies.

Anyone?


#71

UnlikelyCorny:
Only reasonable answer to that would be ‘Syflex’ :slight_smile:
Although that doesn’t pre-clude the use of soft-bodies per-se :shrug:

Atwooki


#72

Originally posted by Atwooki
UnlikelyCorny:
Only reasonable answer to that would be ‘Syflex’ :slight_smile:
Although that doesn’t pre-clude the use of soft-bodies per-se :shrug:
Atwooki

Thanks Atwooki for your reply, but I’m afraid you’re going have to consider me a bit dumber here. I don’t know what Syflex is (a plugg-in?, a musclulair state?). Dictionary.com does not know the word either. And coming from that the last sentence does not tell me much either. Sorry, could you please elaborate for me a bit. My brains are obviousely only small, but I’m eager to learn :wink:


#73

UnlikelyCorny:
Oh, sorry about that :slight_smile:

Check here: http://www.syflex.biz

It’s a plugin for most major apps. and verrry fast… :wink:

Atwooki


#74

I’m developing a skin system that is a deformer based solution. For now, I reckon it’s the easiest and fastest way to get results. I’ve done a lot of work on producing muscle models and what not, so it can be tensed, maintain volume, etc Now I wanna a skinning solution that will work with it. Hopefully I can incorporate alot of things like skin sliding within this deformer. It obviously wont be as cool as a solver based skin system, but I’m no programming genius and I work at a really small studio.

This discussion is really cool, keep it up :slight_smile:

later:wavey:
loked


#75

loked: hey ! cool !! is it possible to see some exampleS?

thank:applause:


#76

ok I get it now, it’s a cloth plugg-in. (and an expensive an as such)

Brings me back to my original question (I’ll try to put it down a clearly as I can):

What is the benefit of cloth skin affected by muscle shapes to a softbody skin affected by muscle shapes.

Both can have skin sliding over the objects…


#77

I’ve got a little playblast that I’ll post later. Either tomorrow or tonight. Just got a job I gotta get finished or clients gonna kill me :frowning:

later
loked


#78

It’s the same concept, it’s like asking whats the difference between using cloth over soft bodies to make a flag wave. I just think all the developments that cloth simulators have make it easier to achieve cool results. They are both solver based solutions that work off very similar engines. Syflex is incredible though.

later
loked


#79

Wow, that’s really interesting :smiley:


#80

Very nice work… I suppose it took you a long time to have this result with muscles deformations.
I think the result is great on the shoulders deformations .It looks much more natural than all what a non mucular rig can do.
But the mucular deformation seems to be not enough exagerated for me. For example the biceps and triceps looks almost similar in relaxes or tenses positions. The same for the pectorals witch looks a little bit smalls but maybe this is due to your character design…
Try to exagerate muscles deformations in the extremes posings, it will add a lot to your model.
Ik chains seems to have some problems at the extremes posing. (Swivel angle ??).
But in three words : Très beau boulot !!
Continue Man !!

Visit my Battle angel 3D Character