Muscle system for blender

Compiling, libraries, modules, coding guidelines and porting

Moderators: jesterKing, stiv

blaize
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Joined: Mon Sep 17, 2007 1:08 am

Post by blaize » Thu Jan 31, 2008 3:24 am

Glad to hear it's of some use to you :)
Their method of creating muscles looks pretty nice, can you perhaps give us some info about how that will work with your system ?

From what i've read about 'cgmuscle' is that people seem to like how it works, (except that you could only attach it to nurb bones :P) but from the tutorial posted in their news section it seems you have to assign weights for each muscle to the skin, can you tell us what your method for that is ?

Really glad to hear progress is going good, hope to see something soon, good luck !

handydan
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Joined: Mon Nov 19, 2007 4:40 pm

Post by handydan » Sat Feb 02, 2008 4:59 pm

My method for creating muscles, is very similar to theirs except, they have four end points (2 at each end), whereas mine has only 2, and from what I can see they can only attach their muscle endpoints to vertices on a mesh whereas with my system you will be able to attach to faces as well. There's also some differences with the way you modify the individual sections.

In regards to how it works. Mine is a volumetric system rather than a weighted one, which should be more realistic and easier to setup (more difficult to code though).

Hope that answers your questions,

Dan

handydan
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Joined: Mon Nov 19, 2007 4:40 pm

Post by handydan » Sun Feb 03, 2008 1:09 pm

first patch at http://projects.blender.org/projects/musclesim/,
response welcome,

Dan

Mariolink
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Joined: Tue Aug 01, 2006 6:31 pm

Post by Mariolink » Sun Feb 10, 2008 10:14 pm

When i try to apply the patch it comes up with an error:
"An unknown line type was found in line 1049 !"

Don't know why it says this as the code at 1049 is this:

Code: Select all

+	free_editMuscle();
 	free_editArmature();
 	free_posebuf();


Index: source/blender/src/editmuscle.c
===================================================================
--- source/blender/src/editmuscle.c	(revision 0)
+++ source/blender/src/editmuscle.c	(revision 0)
"Index: source/blender/src/editmuscle.c" is line 1050

handydan
Posts: 0
Joined: Mon Nov 19, 2007 4:40 pm

Post by handydan » Mon Feb 11, 2008 12:31 pm

hmm.. in the patch file, scroll down until you find
Index: source/blender/src/usiblender.c
===================================================================
--- source/blender/src/usiblender.c (revision 13538)
+++ source/blender/src/usiblender.c (working copy)
@@ -1050,6 +1050,7 @@
}

free_editLatt();
+ free_editMuscle();
free_editArmature();
free_posebuf();
and just delete it, free_editMuscle() isn't used yet so it won't change the way it functions.

hope that helps,

Dan

oblenob
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Joined: Tue Feb 12, 2008 1:21 pm

Post by oblenob » Tue Feb 12, 2008 1:24 pm

could someone do a windows build for me to see it? I have looked at the source but my patcher aint working and I am having trouble installing new ones. I have tried hand patching it but I just get errors.

thanks in advance

-Oblenob

toastbusters
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Joined: Mon Nov 27, 2006 6:17 am

Post by toastbusters » Wed Feb 13, 2008 7:35 pm

Hey,

Well, I'm officially excited to see this in Blender. I'd be happy to test out your patches. I've already compiled and tinkered with your previously posted patch here, and I can certainly see why you repeated "pre" on the download link. The fact that you posted it suggests that you are looking for some feedback, so here you go:

First, I was able to create a muscle object and move it around. Then, after going into "edit" mode, I was able to stretch it. There are two rings around the center of the muscle object, and it didn't appear responsive to my attempts at selecting these, until I got lucky and one hilited. Moving around was very rigid (unlike actual muscles) and it didn't respond well to resizing. But as you said, work in progress.

With all of the editing options empty, I didn't see anything else that can be done with your patch; unless I didn't look hard enough?

Keep it up man, I'm really looking forward to rigging a character with this. :D
Witty Comment

handydan
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Joined: Mon Nov 19, 2007 4:40 pm

Post by handydan » Thu Feb 14, 2008 5:37 pm

You can move round the sections if you don't move the muscle first. The reason for this is the selection "ghosts" don't move with the muscle, but I'm rewriting a lot of the drawing/transforming code, hopefully this new approach will be faster and it will be easier/possible to write full transformation code that works in blender.

thanks for your response,

Dan

JiriH
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Joined: Sat Feb 04, 2006 8:46 pm

Post by JiriH » Sat Feb 23, 2008 11:25 pm

Hi Handydan,
I hope that this project will make it into official release. This is really great and very progressive
You may be interested in as well as inspired also by this interesting self collision feature http://download.autodesk.com/us/maya..._collision.mov

Gustav Göransson
Posts: 0
Joined: Tue Jan 09, 2007 3:07 pm

Post by Gustav Göransson » Thu Feb 28, 2008 7:21 pm

JiriH wrote:Hi Handydan,
I hope that this project will make it into official release. This is really great and very progressive
You may be interested in as well as inspired also by this interesting self collision feature http://download.autodesk.com/us/maya..._collision.mov
That url dosen't work...

Try this instead:
http://usa.autodesk.com/adsk/servlet/it ... d=10797415

Abhishek
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Joined: Fri Aug 17, 2007 5:29 am

Post by Abhishek » Tue Mar 18, 2008 12:37 pm

Hi handydan,

This sounds great work and looks like we are going to see really amazing muscle simulation system. Keep up the good work.

Eagerly looking forward to your results.

Thanks in advance

gali98
Posts: 0
Joined: Tue Mar 18, 2008 4:58 pm

Post by gali98 » Tue Mar 18, 2008 5:13 pm

handydan wrote:I would go onto to blendercoders, but I can't get onto a computer with irc software

Dan
Dan I may have the answer to this. As long as the computer you're on has java you can go here:
http://www.jwirc.com/chat.html
with these settings:

Image

And it should get you in. I hope this helps. I know I went a little overkill with the explanation, but oh well. Cheers and a great project.
Kory

handydan
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Joined: Mon Nov 19, 2007 4:40 pm

Post by handydan » Tue Mar 18, 2008 6:55 pm

Thanks, but I got my computer working again a while back. I'll know what to do if it happens again though now.

Dan

garrettm
Posts: 0
Joined: Thu Mar 20, 2008 11:52 pm
Location: Minneapolis, MN

Post by garrettm » Fri Mar 21, 2008 1:03 am

I'd really like to see this move forward and it sounds like youre making progress so keep it up! Thanks for doing this!

starfingers
Posts: 0
Joined: Fri May 02, 2008 11:57 am

Muscle simulation

Post by starfingers » Fri May 02, 2008 12:04 pm

I have only recently joined the blender club, with a little 3ds max understanding. Not being a programmer I am not able to direct you in that line however I have come across a tutorial for max that uses bones for muscles. The idea being that bones already can be used to deform the mesh, by simply adding some more subs on the bone it can be reshaped into a bone shape. Allowing the bone to stretch, scale etc it can simulate a muscle. Not sure if this is of any help to you, but it might give a different view on how to go about making muscles.

I hope to get to grips with blender soon and hope to be able to simulate this technique, either that or find out it wont work.
All the best with the work.

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