Houdini 16.5 Shelf tools

Tissue System shelf tool

Collects muscles, modeled anatomical bones, and skin objects and places them into a single dynamics simulation.

Using Tissue System

  1. Click the Tissue System tool on the Muscles shelf.

  2. Select the muscle objects you would want include in the simulation. You can include any number of muscles created by Muscle, Stroke Muscle, or Franken Muscle.

    Note

    If you are including franken muscles, do not select the individual components. Only include the franken muscle itself.

  3. Select the skin object you want to include in your simulation. The skin object will be converted to tetrahedrons and should enclose the internal muscles and bones. It is assumed that the bone geometry has been previously animated via standard bone capture methods. Therefore, all geometric bones are likely to be selected as a single object.

  4. Select the skeletal bone objects. If you don’t have any bones, press Enter.

    Note

    These are the modeled, anatomical bones, not IK/FK bones. These objects will act as rigid colliders against your muscles and skin.

The Tissue System shelf tool will create a new object that will house the collected items as well as the output of the simulation. The muscles must be tetrahedrons, so they should come from muscle or franken muscle objects. Muscles and franken muscles have specially named hooks, so these components can be found by the Tissue System. If you wish to include other geometry as an internal component to the system (such as fat), you must convert this geometry into a franken muscle first. Bone geometry can be sourced from any geometry as it will be converted inside the tissue solver.

The character on the left has its skin deformed using muscles as a displacement deformer, whereas the character on the right has its skin deformed with the Tissue System tool. The underlying tissue solve of the character on the right helps create more realistic creases and bulges along the character’s back and gives you very physically accurate results without any artist intervention.

See also

Shelf tools

Using the shelf

  • Customize the shelf

    How to change the look of the shelf, change and rearrange its contents, and create your own shelf tools.

Shelf tabs

  • Create tab

    Tools on the Create tab let you create and place primitives, curves, and null objects in the scene view.

  • Modify tab

    Tools on the Modify tab let you easily customize objects in the scene view.

  • Model tab

    Tools on the Model tab let you edit objects in the scene view.

  • Polygon tab

    Tools on the Polygon tab let you modify polygons in the scene view.

  • Deform tab

    Tools on the Deform tab let you deform objects in the scene view.

  • Texture tab

    Tools on the Texture tab let you texture objects in the scene view.

  • Rigging tab

    The Rigging tab contains tools for creating premade rigs.

  • Muscles tab

    The Muscles tab contains tools for creating muscles.

  • Characters tab

    Tools on the Character tab let you create characters in the scene view.

  • Constraints tab

    Tools on the Constraints tab create a constraint network where you can constrain objects to each other in the scene view.

  • Hair Utils tab

    Tools on the Hair Utils tab let you quickly set up hair and fur on objects.

  • Guide Process tab

    Tools on the Guide Process tab let you influence the placement and orientation of guide hairs by painting skin attributes.

  • Guide Brushes tab

    Tools on the Grooming tab let you add and directly manipulate hair.

  • Terrain FX shelf tab

  • Cloud FX tab

    The Cloud FX tab contains tools for creating cloud effects.

  • Volume tab

    The Volume tab contains tools for creating volume effects.

  • Lights and Cameras tab

    Tools on the Lights and Cameras tab let you create and place lights and cameras in the scene view.

  • Collisions tab

    Tools on the Collisions tab let you create collision objects in the scene view.

  • Particles tab

    Tools on the Particles tab let you create dynamic particle simulations.

  • Grains tab

    The Grains tab contains tools for simulate grains of sand and other granular matter.

  • Rigid Bodies tab

    Tools on the Rigid Bodies tab let you create dynamic RBD objects in the scene view.

  • Particle Fluids tab

    Tools on the Particle Fluids tab let you create particle based liquids in the scene view.

  • Viscous Fluids tab

    Viscous fluids are FLIP simulations that use a temperature attribute to drive viscosity.

  • Oceans tab

    The Oceans tab contains tools for creating ocean simulations.

  • Fluid Containers tab

    The Fluid Containers tab contains tools for creating pyro, smoke, and liquid containers.

  • Populate Containers tab

    The Populate Containers tab contains tools for creating and removing fire, smoke, and liquid.

  • Container Tools tab

    The Container Tools tab contains tools for manipulating fire, smoke, and liquid.

  • Pyro FX tab

    Tools on the Pryo FX tab let you create simulated smoke and fire effects.

  • Cloth tab

    Tools on the Cloth tab let you create and constrain cloth objects in the scene view.

  • Solid tab

    Tools on the Solid tab let you create and modify solid objects.

  • Wires tab

    Tools on the Wires tab let you create flexible dynamic objects in the scene view.

  • Crowds tab

    The Crowds tab contains tools for creating crowds, crowd behaviors, as well as examples.

  • Drive Simulation tab

    Tools on the Drive Simulation tab let you manipulate dynamic objects in the scene view.

Technical