Monster : muscular system


#101

Syflex does this, and relatively quickly. It is a $3000 plugin.

Actually we contacted Syflex because of the similarities between cloth and Skin systems. And they where actually developing a skin system. But it was early on and they wheren’t too happy about the results yet.

Syflex works a bit more stable than Maya Cloth, but with one HUGE dissadvantages. Syflex IS cloth and reacts like cloth and it we didn’t manage to get rid of the clothy properties. It reacts very much to air and gravity. Maya cloth has some great advantages when it comes to manipulating the cloth. You can turn off air dampening completely and you also have a ton of more attributes than Syflex. Still it all comes down to stability, so if Syflex comes out with a skin simulation system, I’ll be the first to knock on their door!
:wink:
/Staffan


#102

FWIW I started a new thread about a plugin I am developing for Maya muscles here:

Still very much WIP though…

-comet


#103

:cry: :cry: aouchh very impressive work :beer:

c’est un truc de dingue comme tu sais si bien les faire!!!

chapo une fois de plus !!!

ça tue

see you


#104

Originally posted by Atwooki
[B]Really impressive Ric!
Shame the solving is so damn slow tho’ :cry:
Nice to get a decent disp. map in there as well :thumbsup:

JFFORTIN:
I was interested that you’re using ‘Syflex’ to generate a muscle-system, which I am attempting also; by all accounts, this should work a little quicker than Maya Cloth… please check your PM shortly :slight_smile:

Atwooki [/B]

Another trick may be to record the deformations and play them back based on the the bone rotation angles. That way you only have to create sets of data for each joint once. THEN you can use it in production.


#105

Your work is spectacular, where are you from?.. we have a 3d maya school in Spain and we´re contact with talent people.

best regards.


#106

RIC, great idea, great results, even good solution time. Please share your cloth’s properties, if you will.


#107

hehehe thx Mister Biloo !!! A la prochaine !!:beer:
maliksoy : thanks man ! I m french.
ivankio : thx !
Take care !
:wavey:


#108

wow! I am really impressed. How did you get Maya cloth to work so well? It always explodes whenever I try to use it.


#109

Originally posted by CrummeR
wow! I am really impressed. How did you get Maya cloth to work so well? It always explodes whenever I try to use it.

Usually I get problems when I allow my colision objects to interpenetrate. The problem generally takes the form of trapped cloth vertices, and instability of the solution. Are you not having that problem RIC?


#110

If I may post a few pointers on the anatomy,

he hasn’t got a Rectus Amdomnius, wich would attatch at the bottom of the lowest ribs ( altleast if the visible ribs are the lowest :wink: ), if he hasn’t got a muscle like that then I wouldn’t be able to bend forward like in the animation, and contracting that musclue would bulge the belly more forward.

The Deltaloidius is maybe a bit to small for a creature his size

and the Pectoralis Major could be a bit bigger in the way that you could attach it on the lowest parts around the middle bone on wich the ribs connect ( sternum ). This would give the impression of more strength.

Also to retract the arms like he does in the animation he would need a few muscles wich I can’t see, or arn’t there.
Other muscles that I miss would be one that goes from the lowest point on the ( what’s the english name %^&%^) scapula ( schoulderblade ? :S to the ribs under the armpit and then in a straight line down to his hip.

Well to be honest this creature would technicaly not be able to move like this :wink: … But it’s a bloody impressive sight non the less… I truly love it and I would really love to see one that has all the details that a living one would have.


#111

Rich Suchy/CrummeR : yes I have already had this problem of interpenetration, then I put the muscles in softbodies with hard goal and I made them collide together for prevent that the cloth will not wedged between the muscles. I hope that my english is not too confusing … :blush:

See you !
:wavey:


#112

Originally posted by RIC
[B]Rich Suchy/CrummeR : yes I have already had this problem of interpenetration, then I put the muscles in softbodies with hard goal and I made them collide together for prevent that the cloth will not wedged between the muscles. I hope that my english is not too confusing … :blush:

See you !
:wavey: [/B]

ok, I had assumed you would have used blend shapes with the muscles, and rigged them to bones.

I don’t have much familiarity with Maya’s soft bodies. I guess I’ll have to look into those.

It appears from the image you posted that there is interpenetration?

Am I looking at the right thing?

Rich


#113

double post oops


#114

Yes i used collision between muscles only on the one which caused cloth crash. In fact only on the muscles under the shoulder.
See You !


#115

Originally posted by RIC
Yes i used collision between muscles only on the one which caused cloth crash. In fact only on the muscles under the shoulder.
See You !

Thanks, It may be possible to do a simplified collision model, with reduced risk of colision for each section, torso, arm1 upper, arm1 lower, etc. This would simplify making blend shapes and reduce colidable surfaces, and increase cloth sim times.

I Think I’ve got my next test set. Too bad ACTs GUI isn’t ready yet for Maya.

Rich


#116

Rich,

Blend shape muscle deformation would be an ideal solution to soft bodies. I think in hulk they used this, but had two skin types 1 skinned to the muscles and a second which slid over this layer.

eek


#117

Originally posted by eek
but had two skin types 1 skinned to the muscles and a second which slid over this layer.

seems like a smart and simpel solution


#118

Originally posted by eek
[B]Rich,

Blend shape muscle deformation would be an ideal solution to soft bodies. I think in hulk they used this, but had two skin types 1 skinned to the muscles and a second which slid over this layer.

eek [/B]

interesting. But if you would have to do blendshapes on the muscles themselves, perhaps two skins is just added work. Im going to attempt to make colision bodies that are the best of both, in one. then use cloth over that. That way I have, esentually, the layer skinned to the muscles without carrying the weight of the muscles around.

Rich


#119

so basically “softbody blendshape muscles” with a skin layer over the top. Rich this sounds like a good idea, the LEMAN approach i think uses this. If i have some more info/ideas i’ll post them.

eek


#120

Originally posted by eek
[B]so basically “softbody blendshape muscles” with a skin layer over the top. Rich this sounds like a good idea, the LEMAN approach i think uses this. If i have some more info/ideas i’ll post them.

eek [/B]

Thanks. I havnt used softbodies, but I’ll have to look into it. I just figured I would make good use of set driven key on the pseudo muscles for things I know will happen (fix bad bone deformation, and compression of intersecting areas such as in joints, and the upper arm with the torso), then hand key blendshapes for such diferences as muscles pushing, and muscles pulling …or basically flex and relax shapes.

I dont think there are automatic solutions that dont just add complication.