Hi there,
I'm looking at the Muscle system setup and I have a couple of questions:
1) The Muscle SOP: It seems like this SOP can accept any number of Muscle Anchors which are defined as Object transforms. I can see it might be very useful to be able to procedurally specify these transforms instead of being restricted to have to specify some physical Object (null) for its transform. It would assist in building alternative procedural means of muscling up a system. Or is there a way to do it that I'm not aware of?
EDIT: Never mind, I saw the “Custom Anchors” thing. :roll: This should be great!
RE-EDIT: Still looking at this and it might be just transferring the problem to a later point. What I am hoping for is some way of pointing the Muscle SOP to a SOP which provides an arbitrary number of points (with Normals) to describe the anchors. The current Custom Anchors still seem to require external objects: if I try to point them to different SOPs in the same object, I get an error with a “possibly same object” message. Basically I am trying to see if there is a way of (copy-stamping) an entire muscle system all within a single Object without having to generate external Objects at all.
2) I was experimenting with just two anchor points and I noticed that if I display the hulls of the metaballs in the Display Options, and then if I mess with the Uniform Scale of either of the input nulls that the metaballs roll over in what seems an unexplained manner. If this behaviour expected or desirable? The polygonized metaball solution doesn't change but the underlying metaball orientation does.
Thanks,
Jason
Muscles questions
2094 0 0- jason_iversen
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Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
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