Blender 3D--Muscle Test

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Uploaded by on Aug 17, 2010

Just playing around with using the Maintain Volume bone constraint to flex some muscles. Create a separate vertex group for each muscle and in Weight Paint mode, paint the part of the muscle to be deformed. Give the bone a Maintain Volume constraint. You can use IPO drivers to control so that the rotation of the leg bones drives the scaling of the muscle bone.

T-Rex model is by Cyberchinchilla and is available at Turbosquid. I reworked the shape of the leg.

ETA: After seeing Juan Bouza's BlenRig, shape keys would probably be a better way of doing it.

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Uploader Comments (SteveS3D)

  • Brilliant job, how did you set up the rig?

  • @conormcm Thanks for the comment. The dotted lines show where connecting bones were deleted to clean up the view. Shape keys are still a better way to do it.

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  • @SteveS3D Hi Steve, thanks for the reply. I am still experimenting with blender, I have used shape keys to make various mouth shapes, but, are you able to set up shape keys (for example, for muscles contracting and expanding) that are effected/controlled by a bones movement?

  • You did an excellent job my friend ! Thumb Up !

  • i have tried doing this myself but when i added armature to use as the muscles and all my model went kablowie. so i dunno what i did wrong or whatever but i am open to suggestions. i REALLY wanna be able to do this in blender but so far my models come out stiff and no muscle, skin deformation or anything. looks so FAKE.

  • how did you get the armature to allow the ipo driver upon itself? I can't seem to get blender to do this for me.

  • Nice video.

    Could you make a video tutorial showing how to do this?

    I am afraid I don't get it from the description you wrote. Shape keys could be used but I am interested in other ways of doing this :)

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