[Sidefx-houdini-list] autorig+muscles

Joe Drew joe at sidefx.com
Thu Aug 10 10:05:40 EDT 2006


Hi Zoran!

That is good news.

Painting is pretty straightforward if you've done it for regular bone
weights before -- except, as you noticed, you can't Ctrl+MMB click on
the bones to select which region to paint. (All painting should be done
at the OBJ level so that you can see your deformation as you paint.)

There are two ways around this. The first is to use the Region menu in
the top left hand corner of the viewport when painting. However, this
gets pretty annoying after a while, especially if you have many regions.

A better alternative is the Region Selector tool. Here is how I usually
use it:

I bind MMB to the Region Selector and LMB to paint, using the Ctrl+RMB
menu of the Paint Capture Weights tool at the Object level. I then
select what colour I'm going to paint by MMB clicking on the surface
where it shows that colour. That's now the region I'm painting with. I
then LMB paint the surface with that colour as usual.

Of course, if you're doing a Smooth Final, you don't need to worry about
selecting what region/colour you're painting with, since it operates
right on the skin's surface.

(All these instructions also work with bone capture, but this is the
ONLY way to do it with muscle capture.)

Hope this helps! Let me know if you have other problems/questions.

Joe

zoran arizanovic wrote:
> Hi
> Good news
> I have my biceps deforming nicely and shape is nice and smooth also
> now I captured geometry of arm-skin with metaballs
> where should I proceed with painting weights
> on obj level or in geo-sop?
> arm skin is deformed but is totally distorted and this ctr-MMB picking of
> bones doesnt seem to work either?
> there must be some mistake of mine
> but I am getting closer to result anyway! :)
> Whats the deal on this character workshop-as I wrote a lot of people cant
> come to LA on a two week notice but I would be more than willing to buy
> pdf's or movies of these events-was anything like this considered as an
> option at least?
> nice hello from Black Forest-Germany
> Zoran
> 
> On 8/9/06, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
>>
>> Hi Joe
>>  yes this was keeping me in place I thought these are three consecutive
>> cross sections of a muscle lenghtwise!?
>> Now I am editing its shape more through channel ed. I am slowly getting
>> there but am still not satisfied with shape...
>> I will keep you posted how far I get...
>> regards
>>
>> Zoran
>>
>> On 8/8/06, Joe Drew <joe at sidefx.com> wrote:
>> >
>> > Ah, that is the misunderstanding.
>> >
>> > Muscle profiles are channels, so you modify them by scoping the channel
>> > and then modifying the curve inside the channel/graph editor.
>> >
>> > As you change the curves inside the channel editor, you'll see your
>> > muscle's shape change to match it.
>> >
>> > The additional profiles just allow you to have extra control over the
>> > shape of the muscle.
>> >
>> > Hope this helps!
>> >
>> > Joe
>> >
>> > zoran arizanovic wrote:
>> > > 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
>> > >> >> _______________________________________________
>> > >> >> Sidefx-houdini-list mailing list
>> > >> >> 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
>> > >>
>> > >> _______________________________________________
>> > >> Sidefx-houdini-list mailing list
>> > >> Sidefx-houdini-list at sidefx.com
>> > >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>> > >>
>> > >
>> > >
>> > >
>> >
>> > _______________________________________________
>> > Sidefx-houdini-list mailing list
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>> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>> >
>>
>>
>>
>> -- 
>>
>> Zoran Arizanovic
>> http://arizanovic.blogspot.com/
>>
> 
> 
> 




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