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Idea #142: Muscle Rig Generator

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Written by Brutto AVT the 1 Sep 10 at 06:32. Category: Rigging. Related project: Nothing/Others. Status: Awaiting moderation
Rationale
I just got amazed with the muscle system in BlenRig 3. It adds much more realism to organic characters, but unfortunaly it must be done manualy (see link) and it's painful.

reference: http://www.eibriel.com/lang/en/2010/02/04/muscle-and-tendon-rig-on-blender (if not working, try a Google cache)
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jpbouza wrote on the 1 Sep 10 at 12:42
I think that a better solution would require some real refactoring...

For example, the muscles should be parametric meshes that could be created be calculating the length of the parent bone.

On the other hand, the Shrinkwrap modifier should be refactored in order to be able to handle all kind of deformation, concave and convex, in a better way. It really goes crazy in some situations.
There should also be a kind of elasticity parameter, in order to obtain this kind of interpolated result:

http://chrisevans3d.com/tutorials/maya_muscle.htm

Notice that the neighboring vertexes also get affected by the deformation, not just the vertexes that are in touch with the deformation object.

With a refactored shrinkwrap modifier, you could have the whole muscle system working with only one modifier. Now you have to add a shrinkwrap modifier per muscle object... and consumes a lot of resources

madmesh wrote on the 27 Sep 10 at 14:32
Impressive as the results from this workaround may be, wouldnt it be better to have "real" muscle system?

I remember there was a Blender user named "HandyDan" working on it, however I dont know the status of it.
Link: http://www.blender.org/forum/viewtopic.php?t=12457&postdays=0&postorder=asc&sta rt=60&sid=22a6b80a31b644794a92e6e259c55671

The shrinkwrap modifier wasnt designed for muscle simulation. If refactoring is nescecary for it to behave more like a muscle deformer, why not make it a new muscle deformer?

Just my 2 cents.

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