Its been a long standing goal for me to create a rig that will mimic a real human structure for a long time now. I’ve made one or two attempts which have not been successful. Using Maya muscle is a pain, the muscle builder is not condusive to artistic engagement and the workflow is painful (create camera and move cvs on a lofted surface? are we living in the stone age here?).
And so out of principle, I have decided to use Ncloth.
Im trying to approach this in a way that I feel caters most to an artist. Which so happens to be the same as shown in this video weta put out on “tissue”. From what I can gather from the video:
- developer comments that an artist creates a polygonal muscular model
- the tissue solver is a physics based solver that resembles ncloth quite a bit (although im guessing has a more robust volume and bulge attribute system)
- the process is analogous to a heavy fx sim “we let the computer do all the heavy lifting” Is mentioned several times.
So here is my first test. So far its quite difficult to control, Ncloth needs to be solved and cant be scrubbed. This causes it to freak out if the muscles have to snap to the surface over long distances.
So far i have skinned the muscles to the HIK skeleton and painted input mesh attract on the insertion and origin of all the muscles. Not going to work, need a better way. Drop me a line if you have any creative ideas!