RE: OT: Autodesk purchases cMuscle

Date : Thu, 25 Oct 2007 10:59:26 +0100
To : "'XSI(at)Softimage.COM'" <XSI(at)Softimage.COM>
From : Matt Lowery <mattl(at)glassworks.co.uk>
Subject : RE: OT: Autodesk purchases cMuscle
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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