Miranda [to Ver.2] ... (Nudity)


#561

> sanketpro3d

Thnx!! :bowdown:


#562

I was wondering where this is going to end up. You’ve been working on this for so long now, and she’s really a superb creation…Maybe sell her on Turbosquid? Perhaps create a tutorial dvd and teach others how to accomplish something like this? Just curious…


#563

> TimeBandit

Thanks for your comment.
The Ver.2. will be released as public BETA in a few weeks, please wait the day come.
I’m willing to open every knowledge I’ve got throughout this muscle rig, however please give me a time to do it. :bowdown:


#564

Hi all! :slight_smile:

I’m trying to reduce the redundant nodes drastically.
It was good for the construction period, but costs those unnecessary computations.
The snapshot is as below.
It’s getting faster, but not enough maybe.
I’ll try harder.

C&C are welcome! :bowdown:


#565

Good morning! :thumbsup:

I’ve been continued to reduce the computational costs in muscle rig (for instance, the 857 extra control joints are all excluded).
It’s getting to reach a maximum limit in operation speed.
The speed is slower somehow than MAYA-regular “smooth bind” but almost max for MAYA Muscle. I know it is slow even now, but there is also a certain, drastic improvement on the speed.
It might be better for me to stop making efficient the rig at this achivement.

C&C are welcome! :bowdown:


#566

Hi. :wink:

I’ve done a test with smooth-binded rig.
MAYA’s SkinCluster is too much fast!!
This is suitable for animation making, and the motions will be transplanted to FULLSET muscle rig.
C&C are welcome! :bowdown:

(EDIT: )
Images add.
This is done by MAYA regular smooth bind, and needs a lot of weights painting.
I have to spend another period for this later.


#567

Hi all!:slight_smile:

I’ve almost succeeded to make a branch to SUBSET muscle rig.
The number of muscles are decreased very much from a few hundreds to a few 10s.
It needs some refinment on weights painting, but near compatible to FULLSET in the result of muscle deformations.
However it is still slow somehow, I’d better to make the MINIMUM rig with MAYA regular skinCluster only for keyframes making. And these, FULLSET, SUBSET and MINIMUM rigs are sharing the same control rig by FBIK, so those defined motions will be transfered from each other easily.

C&C are welcome! :bowdown:

For Pump up state.


#568

Good Evening! :slight_smile:

I’m on refinement of sticky weights for SUBSET muscle rig.
The weights are transfered from FULLSET, but it shows some tiny defects. Then I have to do the refinement in body motions.
This process will end in a few days.

C&C are welcome! :bowdown:

(EDIT: )
Image add.


#569

hello renpoo :slight_smile:

These times, you are answering a question I asked myself before about muscle rig.

Indeed I suppose it is really huge for a computer to handle such rig, especially while animating .

It really nice to see that now you optimize it to make it more user friendly .

You know all, with the knowledge you are gathering in this thread you should write a book about muscle in Maya lol ^^

Really huge amount of work here ! :thumbsup:


#570

> Chokmah

Hi mate! :wink:

> optimize

Yeah, it’s true that FULLSET rig is too much heavy even for a computer of this era. The construction history of this muscle rig might be a kind of excurtions. But for me as a beginer in Anatomy & human body dessins, I had to start studying everything from zeto in those fields. And now I’m going to reach the optimized result! I’m glad!! :thumbsup:

Please give me another period, which will be short.
I must make the MINIMUM rig for motion making.
It’s unavoidable.

(EDIT: )
Images add.


#571

> Chokmah

One more thing.
It is better to open up this data of muscle rig than writing a book.
Please wait a little bit more.
I have to open a kind of “shop” to make her public. :bowdown:


#572

Hi! :slight_smile:

I’m in the final moment about construction of muscle rig.
As you can see from the snapshot below, it contains a few defects.
The one is deformation failure in left shoulder, which is the bug of Smart Collision feature in MAYA Muscle… this is unavoidable for now.

But I promise you I do my best.
C&C are welcome! :bowdown:


#573

Hi there! :slight_smile:

I’m on the last moment for my rig construction.
I know the refinment process is never ending, but it’s getting reached to a satisfiable result for now. From now, I will switch to build the minimum rig by MAYA regular smooth bind. It can’t be deformed by muscles, however very fast to make those motions which is transfered to the muscle rig.

C&C are welcome! :bowdown:

This pose is still difficult. :smiley:


#574

Hi all!! :slight_smile:

I’ve made the MINIMUM rig by smooth bind.
It’s rapid but the deformation result is unsatisfiable.
However it’s OK since it is not for final render but for motions making only.
And then I have to find the place on net to make her public, please give me a short while. :wink:

C&C are welcome! :bowdown:


#575

Hello! :slight_smile:

I’m in test phase for each branches of muscle rig.
Today, I made some movies for SUBSET in walk cycles.
This motion is transplanted from old data (as you know), and it shows the nearly-equal result from FULLSET. I can see a defect in armpit area, and will fix these defects after this test phase.
Please look at these movies by Quicktime Player with cyclic option (you may have to download these to your local).
I’m very glad on the current achivement. :beer:

C&C are welcome! :bowdown:

Movie: WalkCycle-A-01.mov
Movie: WalkCycle-B-01.mov
Movie: WalkCycle-C-01.mov



#576

Very impressive rig! :applause:

The deformations are very clean and look great!

A few crits for your animation…
I think the left leg hyper extends after the foot hits the ground. It’s very slight, but it makes the leg look like it’s locking up a bit. The left foot also looks like it is sliding upwards some. It’s hard to tell without a plane on the ground. The feet seem to be too close together when they cross. You may want to point the toes outward more. You also might consider animating the fingers some. You also might want to consider adding a little bit more sway in the hips because they seem very still. Some of these suggestions are just nit-picking and really depend on how realistic vs. how cartoony you want to make your walk cycle.

Overall, a great first pass at animating your gorgeous rig/model. I hope I was helpful and I look forward to seeing more.


#577

> H3x

Thnx for your good suggestion. :bowdown:
Then, how about these?

Movie: WalkCycle-A-02-Sub.mov
Movie: [WalkCycle-B-02-Sub.mov
Movie: WalkCycle-C-02[b][url=“http://forums.cgsociety.org/”]-Sub[/b].mov](http://forums.cgsociety.org/)


#578

And for your comparison.

(EDIT: )
These are by FULLSET with a transplanted motion.

Movie: WalkCycle-A-02-Full.mov
Movie: WalkCycle-B-02-Full.mov
Movie: WalkCycle-C-02-Full.mov

I’m satisfied!! :thumbsup:


#579

Looking muuuch better! :thumbsup:

You gotta love how you can always crit animation…So here is what I think about your new passes:

The biggest issue that you need to address now is how the toes should bend when they are behind the body and pushing off. This will make her look like she is pushing off the ground and not floating/skiing so much. It will also add a much needed sense of weight that she seems to lack.

I also think you should add some variation in the spine. It seems like you didn’t move the spine at all. Consider how the spine reacts to a step.
The head seems to be floating independently of the body. Try adding some up and down to the head as the step lowers. (Would be easier to tell this in the side view)

That being said, your skinning, especially in the upper body, is superb! The very slight motion you added to the fingers makes a big difference. Your walk cycle is coming along nicely. Keep it up!


#580

Hello! :wink:

Ok.
How about these?

Movie: WalkCycle-A-03-Sub.mov
Movie: WalkCycle-B-03-Sub.mov
Movie: WalkCycle-C-03-Sub.mov