Muskeelar
1:25
Added: 3 years ago
From: skeelogy
Views: 31,520
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  • jelly flacid man but thats a nice software very nice! :D

  • If it's a realtime muscle sim, does that mean that deform data gets converted to "bone driven" influences before export to game engine?

  • The "deform data" that you are talking about is probably the skin weights on each vertex of the mesh. These are always exported as part of the skinning algorithm, and are partially affected by the bone transforms. Thus I won't really say that they are "converted" but they are exported as part of the algorithm. I'm not sure if I've answered your question actually.

  • That is really friggin cool! One question though. Can you have certain muscles flex so instead of jigglinh they go rock hard at a given frame?

  • Yah that shouldn't be a problem. There's a toggle to turn the muscle dynamics on and off, so that can easily be keyframed to achieve the effect that you were talking about (though sudden stops in motion might be weird? heh)

  • Cool. Was just wondering. If you ever watch body builders in contest, sometimes they will flop around their quads, then flex, and they go from soft to hard. Heh. Thanks for the reply!

  • Ah, I see what you mean. If that's the case, then it'll be keyframing the stiffness attribute then.

  • Sweet! Thanks for the info!

  • shiiit , is this considered as part of the dynamics simulation ?? what field is this related to exactly ?

  • Well, probably a mixture of a few areas: anatomical models, deformable models, dynamics simulation etc.

  • well either way, freakin amazing work man. keep it up !

  • great ^^

    interesting animation

    u re really great in modeling

    good job keep it on :P

  • WAY!!! 2 much jiggle on the recovery from movements on the muscles maybe if he was reallly fat :) good test though and its almost there keep going man.

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