chen_chen
BTW: Can I use muscle paint node before muscle properties? Do I need the muscle constraint properties vellum initialize all the constraints first?
Best to add MusclePaint at the end. Otherwise the nodes can overwrite the same attributes.
chen_chen
BTW: Can I use muscle paint node before muscle properties? Do I need the muscle constraint properties vellum initialize all the constraints first?
jmbrodsky
I'm curious. Do we need a core layer and surface or could we get away with just having a tissue tet/surface riding on the muscle sim
chen_chenVellum follows the rules of XPBD.
But I am not sure if vellum follow the rules.
jmbrodskyWith the constraints setup as they are in the MuscleSolverVellum node, we can't get perfectly rigid muscles. A built-in ShapeMatch constraint would have been one way to do that, but in practicality it would serve more fringe use cases. Maybe something to include in the future?
... What's the best way to get the muscles to stiffen up and look less goopy?
jmbrodskyIdeally the MusclePaint node should come after MuscleConstraintProperties. ie, use the parameters to get your constraint masks as far as you can, then use MusclePaint to refine.
What's the correct way to attach the muscle to bones? It seems I can use the MusclePaint> Muscle End Mask or I can use the Muscle to bone mask. Also, when you use a MusclePaint SOP does that override any distance threshold that is set in the MuscleConstraintPropertiesVellum SOP?
jmbrodskyWith weaker material properties and low substeps, MuscleToMuscle will potentially pull points into spikes. Internally, MuscleToMuscle uses Vellum Stitch, and MuscleGlue uses Vellum Glue. (The difference being one uses a point-to-prim attachment, and the latter uses a one point to multiple other points attachment -with no sliding).
When I use the Muscle To Muscle constraints. The Muscle attachments cause spikes in the muscle geo like every other vertex is being pulled. I've found Muscle Glue Mask yields a cleaner result I'll attach some pics as well
jmbrodsky
Is there a way to sculpt a custom flexed shape for muscles? It looks like in the file Mio_muscle_setup from the Unreal demo the artist used an Edit and Femdeform SOP to achieve this on the bicep but it's not clear to me how it works or to set this up in my own file.