Muskeelar
Uploader Comments (skeelogy)
All Comments (9)
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jelly flacid man but thats a nice software very nice! :D
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Sweet! Thanks for the info!
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Ah, I see what you mean. If that's the case, then it'll be keyframing the stiffness attribute then.
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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!
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well either way, freakin amazing work man. keep it up !
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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)
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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?
If it's a realtime muscle sim, does that mean that deform data gets converted to "bone driven" influences before export to game engine?
rodneybrett 2 years ago
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.
skeelogy 2 years ago
shiiit , is this considered as part of the dynamics simulation ?? what field is this related to exactly ?
3DeeFanatic 2 years ago
Well, probably a mixture of a few areas: anatomical models, deformable models, dynamics simulation etc.
skeelogy 2 years ago