Muscle : Bone-based rigging vs Joint-based rigging

   925   4   1
User Avatar
Member
8 posts
Joined: 7月 2023
Offline
Which is more appropriate for muscle systems: bone-based rigging or joint-based rigging?

I think the human skeleton is more like bone-based rigging, but KineFX, which houdini is focusing on, is joint-based rigging.

When I previously asked, I was told that the muscle system should be attached to the bone geometry, and the bone geometry should be rigged to the bones.

Additionally, in the muscle tutorial, the dinosaur legs are also made with bone-based rigging.
Edited by acdum1857 - 2024年1月23日 00:35:02
User Avatar
Member
539 posts
Joined: 8月 2019
Offline
I think you're overthinking this. KineFX is perfectly fine to drive bone geometries.

Muscles are techinically driven by Vellum. It's independent to "rigging". You use KineFX to drive bone geometries (not "bone" in rigging context) and then use bone geometries to drive your Vellum muscles.
Edited by raincole - 2024年1月23日 00:47:38
User Avatar
Member
8839 posts
Joined: 7月 2007
Offline
it doesn't matter, both of them are just hierarchy of transforms, the difference is that bones have length and therefore define a special type of parent space which is offset from it's root

since nowadays it's more convenient to use KineFX to build or import skeleton you are better off with joint based rig
Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
8 posts
Joined: 7月 2023
Offline
raincole
I think you're overthinking this. KineFX is perfectly fine to drive bone geometries.

Muscles are techinically driven by Vellum. It's independent to "rigging". You use KineFX to drive bone geometries (not "bone" in rigging context) and then use bone geometries to drive your Vellum muscles.


“KineFX is perfectly fine to drive bone geometries.”
That's really nice.
Thanks for the clear answer!
User Avatar
Member
8 posts
Joined: 7月 2023
Offline
tamte
it doesn't matter, both of them are just hierarchy of transforms, the difference is that bones have length and therefore define a special type of parent space which is offset from it's root

since nowadays it's more convenient to use KineFX to build or import skeleton you are better off with joint based rig


Thanks for the reply!
Now I can use KineFX without hesitation.
  • Quick Links