[Sidefx-houdini-list] autorig+muscles

zoran arizanovic zoran.arizanovic at gmail.com
Tue Aug 8 13:44:38 EDT 2006


Hi Calin
first of all thank you for this amazing support-we have here at studio max,
maya, and xsi plus zbrush.....unreal3 editor and none has speedy and
friendly support like you guys!!!
you must be hearing this all the time I suppose but I must say it- Houdini
support and  community are the best!

sorry for being so thick headed here are some of my questions:

I have now biceps attached
muscle profile 1 is green-referencing something by default-what?and why?

You said:"Model the muscle the way you want it and then use the blend.."
what do you mean model with these three profiles or I can model it somewhere
outside and bring it in?

Does this profile really mean cross section of a muscle on three points or
just 3 states of overall bulging?

thats for now
thanks again
Zoran

On 8/8/06, Calin Casian <calin at sidefx.com> wrote:
>
> On the muscle profile you have 2 more profiles to choose from. Model the
> muscle the way you want it and then use the blend parm to blend between
> different shapes using keyframe animation or all sorts of expressions,
> boneangle for start.
>
> cheers
> calin
>
>
> > Hi Joe
> > thanks for reply!
> > Yes I am using 8.1 and I have muscle node
> > all this additional info will help me for sure
> > I have muscle (basic biceps) attached now, what I cant do is set nice
> > volume
> > for it with  additional profiles
> > I enabled additional profiles and dont know how to set them so that
> muscle
> > shrinks at both ends?
> > Zoran
> >
> > On 8/8/06, Joe Drew <joe at sidefx.com> wrote:
> >>
> >> zoran arizanovic wrote:
> >> > I got muscle setup file from exchange.
> >> > I am checking it to see how to set it up on my own.
> >> > what would be procedure later for putting skin over it?
> >> > since muscles are metaballs there could be something like magnet
> >> example
> >> in
> >> > help.
> >>
> >> Zoran, are you using Houdini 8.1? It's got the muscle object built-in,
> >> which is faster than using the asset on the exchange.
> >>
> >> To use them, you parent the muscle object to a minimum of two other
> >> objects (usually nulls parented to your bones). Set them all up under
> >> your skin geometry, then type tab > Capture Geometry. In the upper
> >> left-hand corner, you'll see "Capture Type" - change it to Metaball and
> >> then select your skin. Select all your muscles as the capturing
> muscles.
> >>
> >> The process is then the same as with bone capture - Paint Capture
> Layer,
> >> etc. The main difference with painting is that you can't Ctrl+
> >> middle-click on the muscles to choose them. That's why we added the
> >> Region Selector option to the Paint Capture Layer tool - you can just
> >> brush on the skin to select a colour (which will be displayed in the
> >> viewport), then paint with it.
> >>
> >> I should note that we usually turn off the display of muscles after
> >> they're set up, since displaying the metaballs is very slow. Skinning
> is
> >> quite fast though.
> >>
> >> Let me know if you have any other questions!
> >>
> >> Joe
> >> _______________________________________________
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> >> Sidefx-houdini-list at sidefx.com
> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>
> >
> >
> >
> > --
> > Zoran Arizanovic
> > http://arizanovic.blogspot.com/
> > _______________________________________________
> > Sidefx-houdini-list mailing list
> > Sidefx-houdini-list at sidefx.com
> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >
>
>
> --
> C A L I N   C A S I A N
> Product Specialist
>
> Side Effects Sofrware
> e-mail: calin at sidefx.com
> tel: (416) 5049876
>
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-- 
Zoran Arizanovic
http://arizanovic.blogspot.com/



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