Point Deform node not working as needed

   2189   5   0
User Avatar
Member
23 posts
Joined: May 2024
Offline
Hello,

I am running a simple muscle sim and I am at the point where I am adding the sim to the normal skin mesh (no skin sim/fascia).
It's working but not as expected. It seems that the muscles don't affect all parts of the skin and the area between the skin where it shouldn't be affected by the muscle sim is very harsh (no blending).


Is there something I can add? I tried looking through the point deform attributes but nothing worked.



Thank you in advance!

Attachments:
muscle houdini.JPG (81.7 KB)
muscle houdini together.JPG (82.4 KB)
houdini setup.JPG (35.5 KB)

User Avatar
Member
779 posts
Joined: Feb. 2017
Offline
You can try a delta mush afterward.

Cheers
CYTE
User Avatar
Member
23 posts
Joined: May 2024
Offline
CYTE
You can try a delta mush afterward.

Cheers
CYTE
Hello!

Thank you for suggestion. Sadly I tried using delta mush but it still doesn't behave properly.
User Avatar
Member
95 posts
Joined: Feb. 2020
Offline
Just a shot in the dark but you might try using a Point deform node provided by add-on package. Aelib has one that works pretty nicely.

https://github.com/Aeoll/Aelib [github.com]
User Avatar
Member
23 posts
Joined: May 2024
Offline
wyhinton1
Just a shot in the dark but you might try using a Point deform node provided by add-on package. Aelib has one that works pretty nicely.

https://github.com/Aeoll/Aelib [github.com]
Hello, thank you for the suggestion, I will have a look.
User Avatar
Staff
33 posts
Joined: June 2024
Offline
Hi Alexandra

You can try to use a Surface Deform node instead of a Point Deform node. Also, if using a delta mush afterwards, I would recommend using your rest skin as the second input to get better results. I would also suggest using a Convert Tets node after your simmed muscles to get rid of the tet mesh.
Liesbeth Levick
Technical Director: CFX
SideFX
  • Quick Links