#Meta-Muscles
12 messages in this thread
Hi fellow ASOFTers!
I just uploaded an image to the IPAS lib. (#1) of some muscles I've been
working on.
I've got to warn you that it's not complete, but it does further demonstrate
the capability to create organic models through the use of Metaballs modeling.
I'd REALLY like to get your feedback on this image, as I've never studied
Anatomy – except for this image <g>.
It should show up in a day or so.
-Kyle
Bravo.
thank you!
Definitely well done, I can't wait to see the finished object. What kind of
face counts are you at?
Tim,
thank you!
<<I can't wait to see the finished object>>
neither can I! <g>
<<What kind of face counts are you at?>>
for what you've seen, just under 50K – but that's before Optimize. I'll be
pushing the limit the whole time, If need be I think I'll split it up at the
waist.
-Kyle
-METAMUSC.JPG
Very nice, Kyle! I'm curious, how many different paths did you have to work
with? I'm thinking you could have used 1? Also, how do you plan on animating
him. Bones Pro? I suppose linking the spheres could be done with scripting but
I'm just trying to pick your brain. How much time do you have in on this? I'm
just waiting for V2.0 to come outto buy it, so this will be helpful
information. Thanks a lot!
DM
David,
thank you for your compliments.
<< how many different paths did you have to work with?>>
What you're seeing is 32 reference spheres that I animated over 30 frames and
took 20 snapshot objects of each. That is for one side – then I copied, and
mirrored the entire set.
<<how do you plan on animating him.>>
I have NO IDEA. 🙂
well, actually, I do. I want to make some tests before I decide. What I'm
really aiming for is to be able to animate this guy, and have the muscle groups
move and flex just as they really do. If I use Bones Pro, I'll be restricted,
in a way, because the cuts in the musclature will always be there, and when a
body builder flexes in different positions, some muscle groups blend in with
others, and there's no real definition there. But hey, I've got to finish
modeling him first. 🙂 ( I've still got the rest of the torso, neck, hands,
and legs yet to do!
<<How much time do you have in on this?>>
hmm . . . . 6 hours for the basic stuff – 3 weeks on my free time to tweak it
some more.
To give you an idea of how complex this is. on a scale of 1..10 this is a "10"
where my Face Hugger is MAYBE a "3". At present time I'm forecasting this will
check in at about 7,000+ reference spheres.
<< I'm just waiting for V2.0 to come outto buy it>>
why? If you buy v1.0, the upgrade to v2.0 is sent to you automaticly (no x-tra
$$$). And the main difference between the two is some interface changes
(including a real-time viewer) and Grouping and Layering ability. I'd suggest,
if you're planning on buying it, get it now, and start using it – that way when
you recieve v2.0 it'll be easier for you to pick up on the new features..
-Kyle
i also like to know more about the meta plug in
also some explaining the difference between metaballs and
kinezmodels, and humanoid.
could you tell me where to find that info
thanks a lot
<< know more about the meta plug in>>
Metaballs works on the basis of reference spheres. Where YOU create and place
spheres that the Plug-in will use as a base to create the geometry. If you
look at the top portion of the METAMUSC image, you'll see the reference spheres
that I created in order to get the resulting form (bottom). The colors of the
balls determine their "fusion values" or how hard or soft they are.
The method by which I created the muscles is through the Snapshot command.
Snapshot is located in the KeyFramer. It enables you to create objects based
on the position, scale, and rotation of one object that you animate. So, if
you have an object at frame 0 and you move, scale and rotate the object over 30
frames, Snapshot creates NEW objects that reflect the certain deformations at
any point over those 30 frames. So, at say, you create 30 snapshot objects
from your 'master' object – it will give you a new object at each position that
the master obj. goes through, but It'll carry the deformations as well.
Snapshot also works with morphed objects. The Snapshot command is discussed
further in the 3DS reference manual on page 8-64.
<<also some explaining the difference between metaballs and kinezmodels, and
humanoid.>>
To the best of my knowledge, I believe that Humanoid and Kinemodelz are
pre-created models that you can use in your animations. Metaballs is a TOOL,
that you can use to create totally new objects for your animations. As far as
a difference between Kinemodelz and Humanoid, I'm at a loss, as I am not very
familiar with them. Maybe someone else in the forum could jump in here?
-Kyle
thanks very mutch for the info
Aernoudt Wim
Meta-muscles are just GREAT. Will your planet studio article deal with
this model ?
-Javi
Javier,
thanks!
<<Will your planet studio article deal with this model ?>>
no, it deals exclusively with how I created the Face Hugger – from start to
finish.
-Kyle