PDA

View Full Version : Simulating MUSCLES on Lightwave with the tools it has now.



silviotoledo
08-11-2010, 11:47 AM
http://i13.photobucket.com/albums/a293/silviotoledo/FORUNS/2.gif

Well, I finally found a way for simulating MUSCLES on lightwave using the new bones properties and an easy script wich lightwave has inside, itself.


My basic idea is:

1) Create a base mesh without muscles sculture and an UV coordinate
2) Create a displacement map on ZB or Mudbox that adds muscles to the character
3)Use the bone rotations to automate the activation of the displacement within a weight area.
4) Combine this process with the Bulge/muscle tools from bone properties.


The process is not completelly mature, but it works. Hope Lw comunnity wil help me to develop it further.


The first idea attached is a bone that drives a displacement map and this is limited by a weightmap area. So we can filter a big displacement and active only the area we want.

silviotoledo
08-11-2010, 11:50 AM
This second sample shows how the propcess is applyed to an arm

silviotoledo
08-11-2010, 12:06 PM
:)

silviotoledo
08-11-2010, 01:03 PM
I use an expression to control the map envelop


mapRange([CONTROLLER.CHANNEL],MINIMAL ANGLEVALUE,MAX ANGLE VALUE, MINIMAL INTENSITY=0, MAX INTENSITY=1 )


example:

mapRange([BONE.Rotation.H],0.000,90.000,0.000,1.000)


and a layer on the top with the weightmap as alpha


This expression is so easy to do using builder, wich has a preset for MORPH LINK

Netvudu
08-11-2010, 05:24 PM
so this is basically the same thing that we do with Jointmorph, but instead of using a morph, using a displacement? A bone rotation which activates displacement throught a expression, right? Iīve seen this before. I donīt do that much character stuff, but several people around has been doing this for quite some time, among them our very own Splinegod.

khan973
08-11-2010, 10:46 PM
True, but so far I haven't really see this technique being explained.

erikals
08-12-2010, 09:58 AM
you could also use an envelope +cycler i guess (tie cycler to a bones rotation)
you can then override the effect if you wish using for example layer opacity,... (and tie it to a slider, i think...)

combining that with this can make some cool results...
http://www.newtek.com/forums/showpost.php?p=1028484&postcount=24

silviotoledo
08-13-2010, 11:48 AM
Well, I'm far from being an specialist, just wanna contribute a little to the community so they will use more lightwave for things that generally people do in maya or XSI.

The advantage of this method instead of using corrective morphs, is that this is more practical and get much more detail, and take advantage of new Bone's Bulge tool, which does not work well with endomorph, since both compete for the correction mesh.

I still need to try it on an entire character, but actually I have no ZBrush on my computer to create displacement maps :).

Also would like to receive help from community once I'm not that good with nodes and I don't wanna be ( no time for understand everything ).

So, we can suggest, in a future, for Newtek, a little adjustments on layout interface that would benefit the process.

Basically this does things that BULGE itself should be able to do alone, but...

Nangleator
08-13-2010, 12:13 PM
Hey, throw in a Stress Map shader, and you can have veins pop, too.

erikals
08-13-2010, 12:47 PM
no time at the moment, but i once i make my dino rig i'll post the result.
(i expect that take a loooong time, it will be based on the approach at post #7, i will then export the result for then to use it as an animated displacement map) (this is because the nodes doesn't look to work with displacements atm)

the Maya "Hyper-Realistic Creature Anatomy Part II" DVD confirms that that our tricks ain't that bad, we just need to do it. (and i'm sure we will make it work within a year or two, or sooner, if more LW ppl jump on it)

http://erikalstad.com/backup/anims.php_files/smile.gif

erikals
08-13-2010, 12:51 PM
Hey, throw in a Stress Map shader, and you can have veins pop, too.

you might wanna use Dpont's Tension node instead, as it works with displacement.

(btw, another muscle related thread, http://www.newtek.com/forums/showthread.php?t=109936)

silviotoledo
08-13-2010, 02:09 PM
Nangleator
----------

displacement maps will also pop veins and small details.
Good to remember this shade, so we can control the blood collor when muscles are compressed.
Will try some tests latter!
Need to review Newtek's video tutorial, but for some reason I can't see the videos here.
Any youtube version?

erikals
-------

I've used that process from Mike Green too.
Softfx on the mesh, but it moves like jelly :).
I got better results using a Mike green plugin on the muscle bone itself for jingle fx. This keeps the volum inside but requires a lot os muscle bones and for some reason lightwave deform is crashing with all that additional bones.
Lightwave does not allow 2 bone layers. Bad :(.

I'm not yet sure about Dpont's nodes once it requires sub-D order on 1st :(

I know we can get a fine result now, we are near, just need a little help form the node experts from this forum.

erikals
08-13-2010, 02:13 PM
"...displacement maps will also pop veins and small details..."

don't use displacement maps for veins, use normal maps ;]

zapper1998
08-13-2010, 02:24 PM
thank you for the information
very nice

thanks again

silviotoledo
08-13-2010, 02:39 PM
yeah! you're right! but this will require to do the setup twice.
One for displacement and other for normal map with nodes :(.


I can get the same cool SOFTBODY FX without muscle bone inside, I only use the same tech and added the soft effects to the weightmap area I want. See.

erikals
08-13-2010, 03:16 PM
"...yeah! you're right! but this will require to do the setup twice..."

not necessarily that slow, just copy the nodes and paste them...

silviotoledo
08-13-2010, 04:23 PM
and here a dino I did now with muscles ( objects ) inside


Pres CALCULATE to see the effect!

it seems there's also an alien inside the skin :) pop's too much!


That's why I think the only way to simulate muscles in lightwave is with displacements, the colission skin does not work very well.


but if I have a displacement map with all the muscles flexed, the bone wil activate automatically the displacement and the effect will look better.

erikals
08-13-2010, 04:56 PM
agree, yep, that's the problem with LW dynamics, it pops a lot.... :0

an idea is to use a null instead and tie the movement of the null to a displacement map.
or, use a Polyfit object with an endomorph where the endomorph is tied to the null.

another benefit using displacements is that they are realtime, sorta ;]

silviotoledo
08-13-2010, 06:59 PM
http://i13.photobucket.com/albums/a293/silviotoledo/3.gif

same tech can drive normal maps also. I've done the test here.

Now we can have multiple displacement and normal maps or just one completed that will be activated per bone angle filtered per weightmaps.

This combined with BULGE will help to simulate muscles.

We can also add a little soft FX on the skin to fake muscle ballance.

Some muscle bone will also be helpfull.

I guess now we have a process to animate a character with muscles on lightwave.

metahumanity
08-13-2010, 09:00 PM
Why does the whole body move when you trigger the normal map??


http://i13.photobucket.com/albums/a293/silviotoledo/3.gif

same tech can drive normal maps also. I've done the test here.

Now we can have multiple displacement and normal maps or just one completed that will be activated per bone angle filtered per weightmaps.

This combined with BULGE will help to simulate muscles.

We can also add a little soft FX on the skin to fake muscle ballance.

Some muscle bone will also be helpfull.

I guess now we have a process to animate a character with muscles on lightwave.

erikals
08-13-2010, 09:01 PM
sort of, overlapping muscles can be tricky though, and is the reason why i'm interested in the post #7 technique using animated UVs...

that technique is also good for skin gliding...

erikals
08-13-2010, 09:01 PM
Why does the whole body move when you trigger the normal map??

it's just a test :]

metahumanity
08-13-2010, 09:04 PM
Yes, obviously, itīs just that I have run into this before with displacements and never got to solve it.

Would love to know what causes this.


it's just a test :]

silviotoledo
08-13-2010, 09:56 PM
that move thing was a problem when I tried to use NODES.
I forgot nodes because of the sub-D order and I'm using only the texture layers on bulge, like the first tests.

For me the technique is developed and works!
It takes advantage of the lightwave bulge solution for bones, so it's not linear and can also be combined with softbodies and muscle bones.

And here is the technique applyed:

http://i13.photobucket.com/albums/a293/silviotoledo/musc.jpg

CLICK ON IMAGE TO SEE THE VIDEO
http://i13.photobucket.com/albums/a293/silviotoledo/th_MUSCLEe.jpg (http://s13.photobucket.com/albums/a293/silviotoledo/?action=view&current=MUSCLEe.mp4)

Bone drives a displacement map, a bump map and a collor gradient map and is filtered by a weightmap. And of course, drives a normal map too ( wich is not present in this test ). Quick to do!

Time to do creatures now :)!

silviotoledo
08-13-2010, 10:43 PM
BETTER VIDEO Click to view
http://i13.photobucket.com/albums/a293/silviotoledo/th_MUSCLEee.jpg (http://s13.photobucket.com/albums/a293/silviotoledo/?action=view&current=MUSCLEee.mp4)

So I added a little dynamics and collor when belly is compressed. Bone drives everything.

I can decrease the amount of displacement and flex to get more realistic look.

So, the old process people use to do in Maya and XSI finally can be done in Lightwave :).

Sensei
08-13-2010, 11:56 PM
My basic idea is:


5) if you want to have muscles, go to gym.. ;)

RebelHill
08-14-2010, 04:21 AM
Ive seen this technique done before a few times in the past. Its Ok for getting a lil bit of user control over the shaping of a mesh beyong jsut the regular bulge/comp controls, but I dont really think it looks much like muscle tbh.

The main probelm is the fact that there's no sliding of the skin over the muscle shape crated by the displacement... you maight not notice it on a plain mdoel like this, but once its on a textured, rendered model it starts to look pretty ropey.

Pooby did a similar thing a while back, using displacement images that were projected onto the mesh using nulls (or something of that fasion), rather than having it projected onto the actual meshes UVs. This allows the displaced shape to stay in position, while the skin slides over it... much more realistic. Also much more time consuming and fiddly, but there you go.

erikals
08-14-2010, 09:32 AM
5) if you want to have muscles, go to gym.. ;)

...no time : D

erikals
08-14-2010, 09:33 AM
Pooby posted a link here,
http://www.newtek.com/forums/showpost.php?p=1047809&postcount=25

RebelHill
08-14-2010, 10:13 AM
Thats right, now I remembers, ta... using smart morf instead of displacement. I guess you could do the same, using morf, but nodally so no need for the plugin, there's another option too.

silviotoledo
08-14-2010, 11:11 AM
a friend showed me a similar process tutorial done by PROTON

http://www.youtube.com/watch?v=ZqrYYnlJH-8

silviotoledo
08-14-2010, 11:16 AM
yeah, the process is old. Taron did it in Messiah almost 10 years ago, but I have not seen this on lightwave yet.
I can also map the displacement on muscle bones, what will make the skin slide over it like Pooby did with nulls.

RebelHill
08-14-2010, 12:50 PM
Yes, thats the proton tutorial I told u about in the other thread... where I mention that the bone displacement is of little use, as you can only do detailed displacements with subD order set to first... making it pretty much a dead duck for characters.

As for using maps as a mask to activate a morf/displacement based on the angle of a bone, thats been around in LW for quite a long time too, iits an ok technique, but it stil has its flaws, and its not going to give you the kind of muscle sim I think you're looking for.

erikals
08-15-2010, 04:05 PM
but it doesn't work with overlapping muscles,
this method however seem to do so :]

http://www.newtek.com/forums/showthread.php?p=1048139#post1048139

(you'll have to add an extra overlapping muscle and set the image to "photoshop screen" mode)

erikals
08-16-2010, 12:46 AM
btw, the above method works realtime,
i also think i have an idea on how to make muscle flab realtime...
(or near realtime to get better results)

edit: for the chest ribs a breath morphed polyfit object will be used (skeleton)

mav3rick
08-16-2010, 03:34 AM
i think there is lot more important part of CA animation in lw need to be fixed than implementing skin system.
one of would be IK, DEFORMATION optimization, more robus setup tools in layout and mocap support.

erikals
08-16-2010, 02:31 PM
yup, but this thread focuses on muscles though, all agree LW CA needs to be fixed.
(i would assume...)

khan973
08-16-2010, 04:43 PM
Muscles have always been hard to simulate.
I don't understand why nobody came with inside muscles that deform the skin and slide over them.
Lw when it comes to deformers, sucks big time. Some efforts should have been put into it. Like real spline deformers that work, box gizmo deformers and so on.

erikals
08-17-2010, 12:52 AM
not really, it's the OpenGL speed that is the problem, but afaik that is better in LW10.

LW also has easy animated UV's something Maya has not (unless they added it since v9, something i doubt, ok, you can do it through MEL, but it's a real b*tch)

because of the methods used, LW has the ability to do this realtime, something Maya can't.
also, because of the methods, LW has the ability to add extreme detail to the animation like tiny wrinkles that follow the muscles, something Maya can't.

pooby
08-17-2010, 03:16 AM
not really, it's the OpenGL speed that is the problem, but afaik that is better in LW10.

LW also has easy animated UV's something Maya has not (unless they added it since v9, something i doubt, ok, you can do it through MEL, but it's a real b*tch)

because of the methods used, LW has the ability to do this realtime, something Maya can't.
also, because of the methods, LW has the ability to add extreme detail to the animation like tiny wrinkles that follow the muscles, something Maya can't.

The deformation in Lightwave IS the problem, not the Open GL, I could cope with it being slow. On a deformation rig it doesnt matter if it takes 10 secs to update one frame, but you need to be able to fully control what the mesh is doing and make it look the way you want.

My wood Imp project started in Lightwave. I spent months R&D ing the best ways to make him feel real in his skin and muscle movements. Look back on my posts about 6 years ago and you'll see how I tried doing muscle and flab etc. The UV warping would have helped, no doubt, but to be honest, the amount of work involved in trying to get something like this going in Lightwave is utterly phenominal, and unlikely to pay off because you are fighting with a toolset with woeful omissions. Lightwave's deformation set comes from an era when you simply "bent something with bones", like a rubber toy with wire in the limbs.
In XSI I have access to be able to move the vertices on the object in any way I like, anywhere in the stack, reacting to any other scene element as I choose. I can project geometry onto other geometry live, animate the UV's if I wish, Project UV's (and hence textures) from one bit of geometry onto another live and use the result to define where to Shrinkwrap, relax the mesh, use lattices, cloth, etc etc wherever, and all these effects can be controlled by weightmap, which themselves can react to anything in the scene and it NEVER breaks.
And now with ICE, you can invent any tool you can think of, if in the unlikely event that there is something in the comprehensive deform toolset which isn't doing something in the way you'd like.
I can make a production standard "muscle sim" in XSI in about 5 ways and of course there are loads of other ways of doing it that I haven't thought of.

Because I started the Wood Imp In lightwave, then converted over to XSI, the gulf between the two deformation toolsets was made crystal clear. Its not just conjecture and I am not just trying to be contrary.

If you want to make a muscle system or any rigging/deformation challenge then research and see how others do it first and learn, then if your package can't do the same and you cant find an alternative way then NAG and NAG you software developer and expose the holes clearly and encourage them to do something about it.. Thats what I tried to do, but I always found it strange that some other Lightwavers would prefer I just kept quiet.

Inexplicably, someone recently told me I could have done Greg Mutt in Lightwave.
I absolutely could NOT have originated the facial deformation of Greg Mutt in lightwave and the reasons are not fuzzy and vague, they are quantifyable and solid. I know exactly where the processes would break down.
Sure, I could have bent a rubbery mask around in Lightwave. One that looks like Greg but thats not the same.

I would love to see Core eventually have not only a comprehensive set of deformation tools, but a system to easily apply them to focused areas of the mesh via weightmaps and clusters etc and edit, animate and tweak the tools and the weights in a dynamic fashion.

erikals
08-17-2010, 06:08 AM
afaik, polyfit works fine, and with fast OpenGL should be able to do exactly what dynamic muscles do, as you can apply e.g. ClothFX with weights to them, and make it affect the mesh.

so i can't see how that is a problem...

(LW deformation and animation tool lacks in general, yep, but as far as muscle simulation goes, i don't understand exactly where the pitfall is...)

lardbros
08-17-2010, 06:37 AM
....and you cant find an alternative way then NAG and NAG you software developer and expose the holes clearly and encourage them to do something about it.. Thats what I tried to do, but I always found it strange that some other Lightwavers would prefer I just kept quiet.

Inexplicably, someone recently told me I could have done Greg Mutt in Lightwave.


Oh, this is sad!!
I know you have nagged and nagged and nagged Newtek in the past, but have they ever taken you up on an offer to REALLY help?

There are many LW users who do think that it is capable of these types of character deformations because some people preach that it can do anything, but don't show any examples.

Any chance you could nag Newtek yet again? I'd have faith in you knowing what's wrong and what they can do to sort it. Although, you're probably busy enough as it is with Greg Mutt :)

erikals
08-17-2010, 07:19 AM
i'll make some tests using the adam rig,
http://www.newtek.com/forums/showthread.php?t=111184
but not now, no time.

Larry has already done it though and shown the concept. (link is down)
the problem was the OpenGL, which was too slow.

RebelHill
08-17-2010, 01:55 PM
Well i feel i gotta sound right in the middle on the whole deforms thing.

First, I think LWs current deforms are perfectly decent, and perfectly adequate for what they are. Yes they're simpler, and no thay cant produce the multi layerd appraoches or effects of the like of XSI... but they are FAST to setup and work with, and PREDICTABLE to use. They really do require very little messing about, and you dont need to start getting mired in complexity to acieve decent results.

Does their simpler nature pleclude LW from participaating in the avatars and harry potters of the world when it comes to CA... of course it does... but since the vast majority of CA in total isnt requiring these complex or realistic deforms, then wheres the problem. With LW or anything else, play it to its strengths, and dont waste your time trying to do what it wont do.

So used as it stands, for what it is, LW sits fine imo in this whole depatment. Cuold little tools be added to get us a step closer to muscle sim... probs, but it'd only be a step closer, like poly fit... its got the basic functionality, but tis far from clean or simple. And to make LW clean and simple with all this fancy hoo-haa would be a great deal of work, and would be better aimed at core if its going to be done, so any efforts by NT to do something in current LW would be a waste imo.

So just because LW is miles behind the likes of softimage with its deforms, doesnt mean by any stretch that LW isnt capable of deforming characters to a perfectly acceptable standard for a LOT of stuff... but neither should the fact that softimage can do these things be some sort of precedent that LW MUST follow, as though the addition of some awesome muscle/deform system would be the panacea to all LWs character woes.

I say go with what LWs got and throw any and all development effort in that department just at increased performance, stability, and bug squishing, rather than pie in the sky fashionable features.

lardbros
08-17-2010, 02:25 PM
i'll make some tests using the adam rig,
http://www.newtek.com/forums/showthread.php?t=111184
but not now, no time.

Larry has already done it though and shown the concept. (link is down)
the problem was the OpenGL, which was too slow.

Has Larry done it on a fully rigged photoreal human character though? I've never seen this?

Hopefully the link will work in future, as I always thought this was too tricky. Were the deformations up to a feature film standard?

erikals
08-17-2010, 02:43 PM
Were the deformations up to a feature film standard?

from what i saw they were good, but i need to make a test.
the thing that sucks is that i'm no rigger, so it's kinda hard for me to work some magic, but i'll do my best and see what comes out of it.

(btw, i just got another idea on how to approach it using animated UVs)



never give up, never surrender http://erikalstad.com/backup/anims.php_files/lwicon.gif

silviotoledo
08-21-2010, 04:03 PM
Hey Erikals!

http://www.youtube.com/user/erikalst#p/u/33/DdzYCKT9An4

What a good thing!!!

So we can do a low poly character and edit over the Hy poly one!

Metalink was not good for this!

erikals
08-22-2010, 06:20 AM
i think most Lightwavers are aware of Lightwave's pitfalls, and it's rather about trying to get something to work with an ok result vs time, and it's not really about defending Lightwave, with some exceptions (about 2 wavers i know of).

as for presets/ auto-rigging /auto this and auto that, this is very-very welcome.
remember for many wavers (including me) it's about getting a decent job done in a short amount of time, which is a vital thing in this business. (freelancers especially)

that said, hopefully Core in the future will contain what we want. (yes please, both please...)
and if it does not, there is always SI/XSi, or something else...

erikals
08-22-2010, 06:23 AM
Hey Erikals!
http://www.youtube.com/user/erikalst#p/u/33/DdzYCKT9An4
What a good thing!!!
So we can do a low poly character and edit over the Hy poly one!
Metalink was not good for this!

i thought Metalink could do the same thing, but i'm not sure.
it's a nice trick though, heh, sort of :]

silviotoledo
08-23-2010, 03:30 PM
Erikals

Metalink doesn't. This plugin deforms only the mesh wich is inside the cage, and metalink deforms everything! That's why Metalink is not usefull. This plugin will help a lot! It's easier to do corrective morphs on a low poly mesh that deforms a high poly one. Maybe this wil work as Maya influence objects.


Oliver

For state of art jobs like that, Maya and XSI are really necessary ( and, of course, nice rig artists that can deal with it ). For individual users and not team studio, we need easy solutions on a friendly software like lightwave. Easy Mocap Apply, Fine deforms, Working dynamics. These are things we need to work with that are no more complex in another packages and maybe Newtek can solve it if there will be a little focus on this. Maybe not :(.

Part of the job was done in LW 9.6, and solutions like RHiggit will solve a lot of problems, but there's a lot of more complex things to be done.

I assume CORE will not help us in years. Maybe CORE will never be completed as desired. This area seems to be too complex for Newtek or their view are not in CA. They're good in rendering optimization. So, we need some creative solution that works for lightwave in meantime.

I really would like Newtek hear artists like Pooby, Rebel Hill, Larry and others that have done a great job with basic tools. So Lightwave would be easier and powerfull, not for everything, but for things that are in our dayly jobs.

Lightwave was the tool of choice from ILM in the past. They need to wake up! It's not a fight with the giant Autodesk, but keep in mind for what it was born!

silviotoledo
08-23-2010, 03:38 PM
and to make this conversation a little hot.....


Mr. Commet wich developed COMET MUSCLES that turned into MAYA MUSCLES ( an incredible tool ). Was a lightwave user!
He worked in Vegatables with LW, then has gone to Max, Maya, and now Pixar.

I've also heard V-Ray was 1st developped for lightwave, and was refused.
Probably because LW was strong in rendering in the past. I see no justification why this great renderer is available for everything, except for lightwave.

Sad that LW was a closed application. Hope the devellopers and users will contribute more now that we have CORE with more open.

silviotoledo
09-16-2010, 08:31 AM
I did a SHIFT SPLINE TRANSFORM plugin test

It's a cool tool, better than lightwave native spline deform once it respect weightmaps, but the big problem remains. It does not allow multiple instances at the same object.

I've been thinking I could use SHIFT SPLINE TRANSFORM as a deformer for muscles

So, my next alternative is going back to muscle bones and attach a displacements on it.
This way, skin will slide over displacement.

erikals
09-16-2010, 08:45 AM
why don't you try the UV morph method?
http://www.newtek.com/forums/showpost.php?p=1058623&postcount=23

silviotoledo
09-16-2010, 12:33 PM
UV morph is an idea, but too hard to visualize in a complex character.
May be if I do 4 UV morphs ( UP, DOWN, LEFT, RIGHT ) I will be able to control the UV morph/displacement with bones in layout masked/filtered by the weightmap that belongs to the bone in question.

but I also get confuse with all that (: nodes connected to construct a single UV morph.


I'm sure I can get the same effect easier if I map displacements with reference nulls, but this prevent me to use UV Coordinates and I will need regular mapping. This way I guess I can get the same skin over muscle slide effect that Pooby got on his sample.

I remember there's a plugin that attach an object to an UV Map and you can animate the object. I should try this soon.


http://i13.photobucket.com/albums/a293/silviotoledo/FORUNS/th_HAND-02.jpg (http://s13.photobucket.com/albums/a293/silviotoledo/FORUNS/?action=view&current=HAND-02.mp4)

This time, I'm not using the T envelope from Bones Bulge, wich requires sub-d order set to FIRST
I am using:

Objects-properties-Normal Displacement

So, it works if the sub-D order is in AFTER BONES and give-me realtime displacement feedback on viewport.

I preffer NORMAL DISPLACEMENT 'cause I really don't like all that additive nodes to use displacement node. So I'm doing nothing nodal.

geo_n
10-21-2010, 12:00 AM
Well I just saw max 2011 ver with cat muscles and cat strands. My jaw just dropped how easy it is to set up the muscles to attach to the bone rigs and mirror everything, adjust squash and stretch and add secondary motion for jiggling effect. The result was very good with skin sliding and practical for work not just on tests. I dont see how it could be done easily for lw by tricks or third party. It has to be native deformers.
We're still using 2009 and wasnt excited with 2010 but 2011 seems like a very good update.

silviotoledo
10-23-2010, 03:57 AM
Do you mean these ones?

http://cat.wiki.softimage.com/index.php/Working_With_Muscles

http://www.autodesk.com/us/3dsmax/CAT-how-to-movies/movies/12Muscle01/12Muscle01.html

http://www.autodesk.com/us/3dsmax/CAT-how-to-movies/movies/13Muscle02/13Muscle02.html

http://www.autodesk.com/us/3dsmax/CAT-how-to-movies/movies/14Muscle03/14Muscle03.html

geo_n
10-24-2010, 01:42 AM
Do you mean these ones?

http://cat.wiki.softimage.com/index.php/Working_With_Muscles

http://www.autodesk.com/us/3dsmax/CAT-how-to-movies/movies/12Muscle01/12Muscle01.html

http://www.autodesk.com/us/3dsmax/CAT-how-to-movies/movies/13Muscle02/13Muscle02.html

http://www.autodesk.com/us/3dsmax/CAT-how-to-movies/movies/14Muscle03/14Muscle03.html

Not those. The one's I saw were being used for an actual project and it took minutes to setup and tweak to be useable. Quite impressive, practical and adds that little touch to a muscular character.