Workflow for muscles?


#1

I was curious to see if anyone could share their workflow for using complex muscle systems from Maya with MotionBuilder. I guess, to me, it seems like the muscle systems should have been integrated with MB, because without that it basically means yet another layer of ultra anal orginization to make sure that things animated in one application don’t break things set up in the other application, namely the muscles screwing up the skin, because you can’t modify geometry in MB or modify the skin wieghting of the muscles interacting with the skin in MB.

If you had to set set up something like this (Complex Muscle/Bone Rig) using Maya and MotionBuilder, what would be the most painless workflow to get it done in the shortest amount of time?


#2

you could use your muscle system in maya to create a set of blendshapes that you can drive in motionbuilder to viz. the effects of the animaiton.

you can use basic prim. objects with constraints to show volume and or color warnings for when the mocap is doing something that will break the muscle rig.


#3

Brad! So sool that you responded. Obviously you’re crazy busy, but I was wondering if one of these days you would be doing a Maya to MotionBuilder character rigging workshop on DVD and/or maybe right here through the CGS Workshop system?

One other question: When you build a complex rig with Spline IKs and bone groups that don’t fall into the normal MB control rig formula in Maya is that transferable to MotionBuilder? (Will the rig “Characterize”?)

Can you now do more than just add or rename bones and basically re-rig the whole thing in MB?


#4

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