Muscle workflow
 
 
 

There are a few options when you start using Maya Muscle to set up skin deformations.

Step 1: Set up basic skin deformation for your rig

To set up a rig for basic skin deformation

  1. Load a rig that includes a polygon skin mesh with some joints/bones.
  2. Convert the joint/bone objects to capsules. See Convert Maya joints to capsules.
  3. Apply the Muscle deformer to your skin mesh. See Apply the Muscle deformer.
  4. Connect the bone/joint objects to the skin mesh. See Connect Muscle Objects to a Muscle deformer.
  5. Apply default weights for your rig. See Apply default weights.
    NoteMake sure your scene view is in a shaded mode.
  6. Refine the default weighting by painting weights. See Paint Muscle weights.

    When you are finished, you have a basic skin setup with joints/bones, and you can go on to create muscles.

Step 2: Set up muscle deformation for your rig

To set up a rig with muscle-skin deformation

  1. Load a rig that has basic weights painted for the joint/bone/capsule objects to the mesh. (See Step 1: Set up basic skin deformation for your rig.)
  2. Consider the types of muscle available (see Types of Muscle) and create muscles.
  3. For muscles, set up the muscle poses for Squash & Stretch. See Set muscle pose states.
  4. Sculpt the muscles into the shapes you require.
  5. Connect the muscles to the Muscle skin deformer. See Connect Muscle Objects to a Muscle deformer.
  6. Apply default weights for the muscle. See Apply default weights.
  7. Refine the weighting by painting muscle weights. See Paint Muscle weights.
    TipWhile painting muscle weights, right-click the joint/bone objects in the Influence list of the Muscle Paint window to enable the HOLD option. To ensure the falloff from area to area on your rig remains similar, unlock one bone and one muscle at a time, then add weight to that muscle. See Muscle Paint window for more information.

Step 3: Create a cache for faster playback

When you are finished with the muscle weighting, you can create a node or file cache so that you can easily playback your animations and light/render more quickly. See Create a cache.

NoteYou can also use the Maya Geometry Cache feature to create a cache. See Geometry caching overview.