Set up Muscle Multi Collision
 
 
 

To apply multi-object collision to objects

  1. Select the objects you want to use in the multi-object collision.
  2. Select Muscle > Self/Multi Collision > Apply Muscle Multi Collide Deformer from the main menu bar.

    A new Muscle Multi Collide deformer is applied and connected to all objects. In the Channel Box or Attribute Editor you can set other options, such as volumization and self collision (which causes self collision to be calculated on each object as well as multi-object collision).

  3. If you want to adjust rigidity weight, select the object you want to adjust and select Modify > Paint Attributes Tool > .

    The Paint Attributes tool appears. The weights “cMuscleMultiCollide#.weights” appear in the Weights button.

    If this does not appear, use the following MEL command to set weights as paintable:

    makePaintable -attrType "multiFloat" -sm "deformer" "weightGeometryFilter" "weights" makePaintable -attrType "multiFloat" -sm "deformer" "cMuscleMultiCollide" "weights"
  4. Start painting weights.

    Lower weights work the opposite from the way they do with the Muscle deformer. In this case, a weight of 0 is more rigid, and a weight of 1 (the default) is soft.

  5. If you want to modify the effect or prune/cull the deformation, use the regular Maya membership tools such as Edit Membership to remove points from the calculation.

    By default, Volumize is set to 0, and you can increase this on the deformer.

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