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Posted: Thu Jan 31, 2008 3:24 am
by blaize
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 !

Posted: Sat Feb 02, 2008 4:59 pm
by handydan
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,


Posted: Sun Feb 03, 2008 1:09 pm
by handydan
first patch at,
response welcome,


Posted: Sun Feb 10, 2008 10:14 pm
by Mariolink
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();

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

Posted: Mon Feb 11, 2008 12:31 pm
by handydan
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_editMuscle();
and just delete it, free_editMuscle() isn't used yet so it won't change the way it functions.

hope that helps,


Posted: Tue Feb 12, 2008 1:24 pm
by oblenob
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


Posted: Wed Feb 13, 2008 7:35 pm
by toastbusters

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

Posted: Thu Feb 14, 2008 5:37 pm
by handydan
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,


Posted: Sat Feb 23, 2008 11:25 pm
by JiriH
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

Posted: Thu Feb 28, 2008 7:21 pm
by Gustav Göransson
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
That url dosen't work...

Try this instead: ... d=10797415

Posted: Tue Mar 18, 2008 12:37 pm
by Abhishek
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

Posted: Tue Mar 18, 2008 5:13 pm
by gali98
handydan wrote:I would go onto to blendercoders, but I can't get onto a computer with irc software

Dan I may have the answer to this. As long as the computer you're on has java you can go here:
with these settings:


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.

Posted: Tue Mar 18, 2008 6:55 pm
by handydan
Thanks, but I got my computer working again a while back. I'll know what to do if it happens again though now.


Posted: Fri Mar 21, 2008 1:03 am
by garrettm
I'd really like to see this move forward and it sounds like youre making progress so keep it up! Thanks for doing this!

Muscle simulation

Posted: Fri May 02, 2008 12:04 pm
by starfingers
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.