Yes i realise that, my reply was not directed at Wayne's reply, but rather
at the subject of the thread. We have a "muscle simulation" system we just
don't know how to use it. So if we've already got a "muscle simulation"
system why do we care that Alias has just bought one? This is regardless of
the fact that moondust may or may not be able to create a muscle system...
-----Original Message-----
From: André Adam [mailto:a_adam(at)49games.de]
Sent: 25 October 2007 10:41
To: XSI(at)Softimage.COM
Subject: Re: OT: Autodesk purchases cMuscle
Not talking Syflex here, the post Wayne quoted from aims at deformable
objects (shapes, push, etc...) linked to the primary skeleton with the
envelope being shrinkwrap-projected onto them as a secondary
deformation. This can be set up without any plugins using the software
in front of you.
Since this approach is not simulation-based, one can argue if it should
be called a "muscle simulation", though I have to say that I'd go that
route anytime in favour of a simulation-based approach because it
creates stable and reproducable results.
If you need your character's envelope to behave jelly-like, now, that's
a different story, but not related to Wayne's post quoting from the
moondust demo.
-André
Matt Lowery wrote:
> Again this comes back to the muscle system that xsi currently has but no
> knows how to use, or where to go to learn how to use... Syflex! Skin and
> flesh dynamics... built right into xsi. But to be honest I'd be massively
> surprised if anyone on the list has ever used it in production because it
is
> just so badly documented.
>
> -----Original Message-----
> From: André Adam [mailto:a_adam(at)49games.de]
> Sent: 25 October 2007 08:28
> To: XSI(at)Softimage.COM
> Subject: Re: OT: Autodesk purchases cMuscle
>
>
> No need for new bells and whistles then, you can already do exactly that
> with the current toolset.
>
> -André
>
>
> Oz Adi wrote:
>
>> yes, that's the one :)
>>
>>
>> Wayne Williams wrote:
>>
>>> I think you are talking about adam's post.
>>>
>>> "6) muscle sim.. simple arm flexing example with underlying muscle
>>> object driven by an f-curve node that could have its profile updated
>>> on the fly to change the muscle shape. controls for changing muscle
>>> height, thickness, compresison, min, max etc.. uses a raycasting /
>>> shrinwrap type node to have the high res mesh follow the underlying
>>> muscle.."
>>>
>>> I guess we'll see what is in store for XSI in the coming months.
>>> -wayne
>>>
>>>
>>> ----- Original Message ----- From: "Oz Adi" <oz(at)broadcast.co.il>
>>> To: <XSI(at)Softimage.COM>
>>> Sent: Wednesday, October 24, 2007 1:08 PM
>>> Subject: Re: OT: Autodesk purchases cMuscle
>>>
>>>
>>>
>>>> maybe :)
>>>>
>>>> but as far as I can remember, there was a thread here, that someone
>>>> wrote from the top of his mind, what he remembered from
>>>> the moondust presentation at the user group meeting... and I am
>>>> almost sure he wrote something about a muscle system...
>>>>
>>>>
>>>> peter boeykens wrote:
>>>>
>>>>> let me have a guess... they showed CAT for 3dsMax?
>>>>>
>>>>>
>>>>> ----- Original Message ----- From: "Oz Adi" <oz(at)broadcast.co.il>
>>>>> To: <XSI(at)Softimage.COM>
>>>>> Sent: Wednesday, October 24, 2007 6:14 PM
>>>>> Subject: Re: OT: Autodesk purchases cMuscle
>>>>>
>>>>>
>>>>>
>>>>>> I remember reading a couple of months ago, a report from siggraph,
>>>>>> that soft showed some kind of muscle system
>>>>>> that is related or not related to moondust ?
>>>>>>
>>>>>>
>>>>>> Wayne Williams wrote:
>>>>>>
>>>>>>> http://www.cometdigital.com/cMuscleSystem_notice.php
>>>>>>> well, i guess any hopes of that being ported to xsi are
>>>>>>> squashed. Is this even replicatable in XSI with its current toolset?
>>>>>>>
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