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Giorgio's CGI level 4

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#346
snowed

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i think you need play with your jiggle settings, it looks like they're underwatre at the moment, maybe tone down the dampening if there's a setting for that?


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#347
Giorgio Pennisi

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So I started with the idea of using maya muscle (even tho I saw only one out of thousands videos with a decent result XD) but then I did some quick test with skinning with the muscle skinning tool and I must say its extremely buggy.

 

When I paint weights in muscle skinning mode (which is not normal paint weight tool) I can't get multicolor feedback, there s no way to remove paint with shift like you do on the normal painting tool just because the command doens t work, so to remove weight you have to set the brush to zero. Also, after hours of tempts of skinning, I managed to skin a couple of muscles and the cluster wasn t even following the movements of the nurb muscle, it was  stationary whilst the rest was moving.

 

Also, you can only anchor the extremes of the tendons so if you have a very long tendon you have to brutally parent constrain the vertex to something so they stay in place while the leg moves. The test I did it s full of this rubbish unfortunally c.c 

 

The reason why it sucks so much it's because Autodesk doesn't update it since 2011 and there are a bunch of stuff that conflict. If you model a muscle moving CVs from the viewport it won't mirror it, if you try to paint weight without locators visible on the viewport it won't even show the painting on the model (how can it be related?!?) and other stuff that seriously make it almost impossible to work with (at least in maya 2017) unless you just go for big fat muscles that only serve to squash and stretch the leg or the arm.

 

And I don't only want to make the muscle deform, I really want to try (at least I try I might never success XD) to make the skin slide which I understand requires the fascia layer that's why I am running these tests.

 

So yep, gotta experiment a bit, I will post more of these as I keep trying and hopefully I find the right workflow XD

 

thanks so much for the feedback guys, as always !


Edited by Giorgio Pennisi, 06 June 2017 - 11:28 AM.


#348
snowed

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Yeah muscles are difficult, especially maya muscle.  It's really not the most intuitive thing at all, especially skinning the muscles. Setting the muscles up is the easy part, but then you have to skin it to your mesh, and make sure they're scalable with your rig etc


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#349
Giorgio Pennisi

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that's why I am really interested on ziva, the approach is polygonal, so the muscle is actually skinned to a polygonal skeleton that is driven by joints

so the only reason why I am still using maya muscle it s because I really like the actual muscle builder, it s faster than sculpting with deformers and easier then using milions of subtools and retopologise after

 

so that's my idea, If if can build the muscles using maya muscle (only because it s easy to physically create the actuall shape) and the convert the result to polygon (which will keep a nice topology, already tested), I can then just use ziva to run the simulations and ncloth to skin the two layers of the animation, fascia and actual skin to slide on top. I know it is complicated but I bought a couple of good tutorials and anyway It s a way to explore new stuff like ncloth and simulation, so yeah, even if I don't make it at least I learnt something XD


Edited by Giorgio Pennisi, 06 June 2017 - 11:34 AM.

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#350
snowed

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Keep us updated, you've got a decent horse skeleton so would be awesome to see it come through with a full muscle setup!


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#351
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Maya muscles are straight up trash. If you want to drop the system entirely and work without the clunky tools then you can create your muscle forms in a similar way by simply lofting a bunch of nurbs circles, then using the resulting surface for another muscle solver.


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#352
Giorgio Pennisi

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First Ziva test

 

 

So I started to study zbones and ztissues (as well as the attributes of those two) and attachments, sliding and fixed

 

to fire the muscle you have to first create a zfiber attribute and after that, point the direction of the fibers and then the zone of action. There is an attribute that decides when the muscle is in tension and when is relaxed and basically you can either connect or set a driven key to something to change that attribute

 

In my case I created a connection between the joint that drives the elbow and the excitation of the muscle and that's what I got

 

 I duplicated the contrated mesh from sim just to compare the effect with the relaxed version

 

IHGjZvW.jpg

 

 

Now, I still haven't figured out collisions and stuff but at least now I have a better understanding of how the muscle work and what drives what during the simuation

 

 

Also, I kept playing with ncloth for what will be the fascia and that's a new quick test as well as my progress with muscles so far. A lot of work still needs to be done, fixing shapes expecially on the pectoral and shoulder area. Nevertheless, here's the result so far

 

GwVNqhG.jpg


Edited by Giorgio Pennisi, 07 June 2017 - 12:45 PM.

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#353
Danriduk

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Instead of switching to ncloth for the fascia id suggest using the cloth solver that ziva offers, it will work alot better with the muscles as you can then use ziva attachments to the muscles instead of messing around with baking out then setting up the ncloth ect ect



#354
Giorgio Pennisi

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oh I had not noticed that there was a cloth option for Ziva, thank you so much! gonna do that for sure!



#355
Giorgio Pennisi

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It s been a while and I stopped posting because of a bunch of reasons

 

First reason being I am in Italy for a couple of weeks and I am enjoying the beautiful weather XD Also, ZIVA just realized an update so I need to study a bit some of the new features

 

 

Final and most important reason, and I am so excited about this, I got a 3 months contract for the Lauchpad Creature FX at Framestore, and I am gonna receive a training about ncloth and nhair starting from the 3rd of July. I still can't believe I managed to get this but sometimes miracles happen XD

Since the training and the whole experience is gonna give me a good understanding of simulations I have stopped working on the horse right now. We got a rig, a retopologized model and a slave skeleton so what is really missing is simulation and for that I want to learn how to properly get some nice results.

 

Anyway, this is the overall muscle structure/tendons that I am gonna use to influence the skin and fascia layers, tho I still need to tweaks some parts

 

gwKQbfx.jpg

 

 

 

 

Also, while waiting to start at Framestore, today I started sculpting a Hulk that I am gonna complete with no rush, here's a WIP but it's on  its veeery early stages so I literally just started blocking out shapes

 

bViYEiY.jpg


Edited by Giorgio Pennisi, 21 June 2017 - 09:00 PM.

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#356
Christian Fryer

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Is it going to be a likeness sculpt? If so I can't wait to see some Mark Ruffalo excellence!

 

If you're doing your own thing, I can't wait to see some fresh new Hulk-y goodness! (If you get around to putting muscle wobble on it that'd be amazing!)

 

The horse is cool too I suppose ;)


Edited by Christian Fryer, 22 June 2017 - 02:20 PM.

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#357
Giorgio Pennisi

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It's been a looooong time since my last update XD I have been busy working and I must say that I have learnt A LOT XD 
The training at the Escape on dynamics for Creature FX has been incredibly useful and I am learning a lot of stuff from my experience at Framestore!
 
So, in my spare time I have been working on the horse and I have finished the rig
 
This is what the structure looks like; there are 4 layers, Anim Cluster, Reference Skeleton and Dynamic Skeleton are all driven by the same rig. Muscles are then driven by the dynamic skeleton.
 
The model has been skinned so that the cluster can be used both as reference and to blend back to animation cluster from dynamics by blendshaping, when needed.
 
I am now in the process of building the sim rig with ziva, studying zBuilder and setup. 
 
 
QQMyQ74.jpgVO7Cg2j.jpg
 
 
 
 
 
James is testing the rig and I will add new features based on his requests, but so far I am posting a video with the main features of it.
 
Since the face is not gonna be dynamic, I created a few controls for the main muscles on the face (driven by blendshapes) and there are both a visual feedback (green relaxed, red tense) and an attribute (called tension) that inform the state of the muscle. It's a minor thing but I thought it would have been useful. 
 
 

 

 

 

and just because I am stupid

XnGFFUD.jpg


Edited by Giorgio Pennisi, 12 August 2017 - 10:52 AM.

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#358
markw

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This all looks amazing. I noticed when the trial of diva runs out you can just renew and carry on. Looking forward to seeing how it all ends up. Best mark
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#359
Giorgio Pennisi

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Oh really? that's amazing! yeah and also the Ziva team is very helpful and they have been helping me so yeah, really excited to work on it!

 

thank you so much! :)



#360
Giorgio Pennisi

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So here's a quick test done with the muscle set up

 

The animation is by James, but it's just a very quick thing just to play around with the sim.

As you can see the head is kinda snapping etc so don't mind that

 

 

On the main view is the fascia layer, on top of which is gonna be sliding the skin (still haven't done that). The fascia is the result of attaching the mesh on top of muscles and bones so it basically has got no fat at all (except for the big belly mass).

on the left is the cluster that comes out from animation (not simulated)

 

 

Looking forward to have some better tests and to do a full simulation on the skin, for now I ll just leave you with this XD

 


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