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 Lesson 5: Setting up Sliding deformation

Rigging simple muscles

Rigging muscles
                
               
             
             
            
            Lesson 6: Setting up Jiggle
                  deformation
          
       
       
       
       
      So far you have a working
         leg with flexing muscles. To provide even more control, Maya Muscle
         lets you paint Jiggle weights per-point on your mesh. 
      
      NoteYou can use the Jiggle
            deformer even if you are not doing muscle skinning. For example,
            you can paint and add weights for jiggling on any moving object
            to get jiggle effects, even if the object is skinned with a Maya
            skinCluster, or not skinned at all.
         
       
      Open the scene for the
            lesson
         
         
            - Load the file you worked on in the previous
               lesson or load the DragonLeg_Jiggle_Start.mb file. 
               
This rig has a complete
                  leg with bones and muscles, and with Sticky and Sliding weights
                  applied.
               
             
         
       
      Enable Jiggle deformation
         
         Like other features,
            the Jiggle deformer can be turned on and off independently. When
            Jiggle occurs, Jiggle collisions can also be enabled to help make sure
            points do not move into bones and muscles that are sliding. Note
            that there is no self-collision, this is simply sliding collision
            if the Sliding deformer is also enabled. 
         
         
            -  Select the skin mesh. 
            
 
            - In the Attribute Editor, select
               the cMuscleSystem1 tab.
            
 
            - Turn on Enable Jiggle.
            
 
         
       
      Paint Jiggle weights
         
         
            - Select the skin mesh.
            
 
            - Select 
                        Muscle > Paint Muscle Weights. 
               
The Muscle
                     Paint window opens. 
               
             
            - In the Muscle Paint window,
               select Jiggle from the Weights drop-down menu. 
            
 
            - Paint Jiggle weights in the middle center
               of the leg, as shown. (You can paint weights on other areas of the
               skin mesh where you want to have per-point skin jiggle.)
            
 
            - Experiment with painting different areas
               of the mesh, and playblast your animation to see the results. Typically,
               jiggle-related weights benefit from a smoother falloff on the painting.
               Close the Muscle Paint window when finished.
               
NoteYou can review the
                     other Jiggle attributes on the cMuscleSystem node in the 
Channel
                        Box or 
Attribute Editor. See 
                              Jiggle attributes for
                     more details about each attribute.
                  
 
                
             
         
         The basic leg rigging
            is now complete. You can find the completed file for this lesson, DragonLeg_Jiggle_End.mb, in the Maya
            Muscle Advanced Techniques folder. 
         
         NoteSince the Jiggle
               calculations for per-point skin jiggle can use significant machine
               resources, you can use Muscle’s per-point cache feature to provide faster
               animation playback during operations like lighting or rendering.
               In the next steps you cache each frame of animation internally on
               the node in the Maya scene itself. This way you can cache playback,
               then playback within Maya for faster speed and interaction.
            
          
       
      Create a cache
         
         
            - Select the skin mesh object. 
            
 
            - From the main menu, select 
                        Muscle > Caching > Create Cache.
               
The frame range is the
                  current Time Slider range, and the
                  cache data is stored within the Maya scene. Leave the default options
                  in the Generate Cache dialog that
                  appears.
               
               NoteIn this lesson you
                     use node-based caching, however if you are planning on using external
                     file-based caching, you can set the path and base filename using
                     the 
Attribute Editor, or by selecting 
                              Muscle > Caching > Set Location of Cache File from
                     the main menu.
                  
 
                
             
            - Make sure your skin mesh is still selected
               and click Generate Cache for Selected Objects.
               
A progress window appears
                  as the Time Slider scrubs and the
                  cache is calculated. 
               
               Once the dragon leg animation
                  is cached, you can have faster playblasts, or change camera angles
                  and playback to see how the animation looks from different angles.
                  Since the data is cached, deformation is not really being calculated,
                  making playback faster. 
               
             
            - Playback the animation. 
               
Depending on the speed
                  of your computer, the cached animation plays back in near real-time.
                  The cache attributes on the cMuscleSystem node (which can be seen
                  in the Channel Box or Attribute
                     Editor) shows that the cache is now set to read-node.
                  This means it is now reading the point cache rather than doing full
                  calculations.
               
             
         
         NoteWhile you are viewing
               the cached data, attempting to change settings (such as turning
               Sliding deformation on or off, or attempting to paint weights) will
               have no effect on the mesh. 
            
          
         To remove the cache
         
         
            - Do one of the following: 
               
            
 
         
       
      Beyond the lesson
         
         In this lesson you learned
            how to:
         
         
            - Set up Jiggle deformation
            
 
            - Paint Jiggle weights
            
 
            - Set up a per-point cache to facilitate
               faster playback
            
 
         
         You can find the completed
            file for this lesson, DragonLeg_Cache_End.mb,
            in the Maya Muscle Advanced Techniques folder.