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Thread: Simulating MUSCLES on Lightwave with the tools it has now.

  1. #1
    luxowaver silviotoledo's Avatar
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    Simulating MUSCLES on Lightwave with the tools it has now.



    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.
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    Last edited by silviotoledo; 08-11-2010 at 12:32 PM.
    Silvio Toledo
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  2. #2
    luxowaver silviotoledo's Avatar
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    This second sample shows how the propcess is applyed to an arm
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    Silvio Toledo
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  3. #3
    luxowaver silviotoledo's Avatar
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    Silvio Toledo
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  4. #4
    luxowaver silviotoledo's Avatar
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    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
    Silvio Toledo
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  5. #5
    Senior Constrictor Netvudu's Avatar
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    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.
    3d animation? Hah! Did you take a look through your window?thereīs plenty of it...and pre-rendered!!

  6. #6
    True, but so far I haven't really see this technique being explained.
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  7. #7
    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/showpos...4&postcount=24
    Last edited by erikals; 08-12-2010 at 10:02 AM.
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  8. #8
    luxowaver silviotoledo's Avatar
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    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...
    Silvio Toledo
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  9. #9
    Super Member Nangleator's Avatar
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    Hey, throw in a Stress Map shader, and you can have veins pop, too.

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  10. #10
    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)

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  11. #11
    Quote Originally Posted by Nangleator View Post
    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)
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  12. #12
    luxowaver silviotoledo's Avatar
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    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.
    Silvio Toledo
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  13. #13
    "...displacement maps will also pop veins and small details..."

    don't use displacement maps for veins, use normal maps ;]
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  14. #14
    Michael Nicholson zapper1998's Avatar
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    thank you for the information
    very nice

    thanks again
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  15. #15
    luxowaver silviotoledo's Avatar
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    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.
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