Landis Wrote…
Couldnt you just use influnce curves (more control) or even wire/wrinkle deformers (less control) here? Again I am new to MAYA and am not aware of the various limitations brought about from the many features so please, by all means…enlighten me!! LOL!!
I use this approach in my facial setup. But as Rich say you need the ability to tweak, on the fly. The main key problems to solve are not muscles, but are the sliding properties and wrinkles/creases.
Sliding first off could be simulated, either procedurally, cloth sim, deformers, vertex movement even bones. Keys areas of sliding is how much it slides. How the fat is controlled and how it controls the skin.
Wrinkling/creasing is difficult. Tweakablilty is key as your gunna get problems. If your gunna use creases like blendshapes your gunna have to be very careful as you dont want them all looking the same, so Rich’s got a good idea using them in conjuntion with softbodies. Also your can only use so many of these crease shapes, as if you gunna simulate all the creases of the body your gunna have to make hundreds!.
Simulation of creases is difficult to as you get numerous artifacts, so you have to be sparing on these, also to simulate and entire skin will use massive computing power!.
IMO, you want a setup like this: build the skeleton-add muscle blendshapes(ldriven by bones)-dynamically link the softbody blendshape creases/wrinkles in key areas ie, joints(driven by both bones and muscle blends)-add skin on top, with sliding properties and little creaseability.
Then add a script that drives the muscle/creases about 2-5 frames before the joints move i.e real world.(hell boy setup)
–>muscles drive joints.
Skin over the top needs some clever properties, slidability, stifness, bone to fat and vise versa.
eek