You connect any float plug you like into the excitation attr on the zFiber node, so if you wanted to use something alternate to line of action to fire the muscles you could rig up your own thing to fire the muscle. (curveInfo + clamp or something for example)
Hey, nice update.
Looks like there's quite a lot of lateral travel on the scapula. Think it's contributing to your brachiochephalicus pinching a bit. I'd say the fixed attachment to the neck goes a bit far down the neck. Did you see the anim comments from @organs? I'd agree the anim feels a little soft still. When you have the weight shifting more it'll have a flow on effect for jiggle etc as well.
Hello fellow 3D artist! I greatly appreciate your support and critique. It is very kind of you to offer animation mentorship 🙂
Here is a link to my syncsketch:
Hi Everyone! Here is another update! I worked on the animation in the front leg/scapula. I think this is the best I can do. Does anyone recommend any ways to improve before I go on to mirroring and skin simulation? 🙂
Hi Kyra, I've uploaded this image for you with some draw overs. Please right-click and open in new tab to see original size.
The reference model I'm using was found here:
Original artist Tony Camehl, has some really great stuff on his page.
Thank you so much Andy! I greatly appreciate your mentorship. Here is another update 🙂
No problem! Looking much better. Still don't see much in the way of secondary secondary jiggle. I always feel it's better to have too much, and dial it back later if you have to, rather than the other way around. That's just a personal preference though. What's next on the agenda? Have you mirrored everything across yet?
Thanks Andy! Next on the agenda I plan to backpedal and spend more time working on the rig since I see areas for improvement that will help me achieve a more appealing animation. I was also thinking of separating the head/neck from the body to optimize so that the face rig will work more efficiently (its slow and glitchy because of the high topology). The body and head/neck will be driven by the same deformation rig that way the 2 meshes will move together seamlessly. Will this set up work with the final blend rig (epidermis)? I will also add more jiggle to the muscles before mirroring 🙂
Yes you should be able to get a detached face rig to work, and blend it all back with the epidermis at the end.
Looking forward to seeing the new anim, and jiggly sim!
Hi Everyone! I took some time to rebuild my wolf Rig. Here is the new walk cycle 🙂
Looking better 🙂
Back legs seem to stick a bit? Is there any translateY happening in the hips when the back paws hit the ground?
Same thing for the torso..
Also is this the old muscle model?
andy_vs Hi Andy. Yes this is the old muscle model. I also tweaked the scapula bones to make them more anatomically correct which created some collisions I need to fix. I plan on finalizing the animation this weekend and fine tuning any muscle/bone collisions. The fat/skin model came out great 🙂
Kyra Cool. Any reason you're using the old muscle model rather than the new one?
Hi Everyone! Here is another update. I loosened up the attachments and tweaked the muscle models to achieve a more sliding effect. I also tweaked the animation 🙂
Hi Andy. Can you clarify what you mean by old muscle model vs new? I used the original muscle sim set up (attachments, auto-firing, etc.) and updated the individual models that I tweaked using zTransfer. These new muscles have no collisions with fat/skin model.
Kyra I mean the actual geometry 🙂 you made some improvements to some of the keylines, like the tricep to the bony attachment on the ulna. But looks like those old issues are arising again?
andy_vs Hi Andy. I see what you mean. 🙂 Yes these are the old models. I think I may have loosened the attachments too much to achieve more jiggle. I'll tighten them back up and post an update.
All fixed 🙂 The problem turned out to be a cache error with the ulna and humerus
Hi Everyone! I'm trying to simulate the fat/skin for my wolf. For some reason some of the collisions seem to be getting missed. I checked to make sure there were no intersections and increased the contact stiffness. Can anyone advise me how to make this cleaner?
sometimes this is just a question of distance between some vertice from the inner layer and the outer layer. What you can do is just pushing a bit the outer layer on that part or adding a sliding attachement here.. and your solver look like a bit small no?