Show in Contents

Add to Favorites

Home: Autodesk Maya Online Help
 
 Delete a muscle Jiggle cache

Creating Muscles

Fix invalid Muscle Object nodes
 
                
               
             
             
            
            Set up a Master muscle control
          
       
       
       
       
      In many cases, each section of a character
         has several muscles. While you can provide an animator with many individual
         muscle controls and jiggle settings, it can also be useful to group muscles
         together with one overlying control to provide Jiggle, Cycle,
         and Rest values. This lets the
         animator control the Jiggle, Cycle, and Rest of an upper leg (for
         example), using only three attributes instead of several controls
         for each muscle in the leg. 
      
      The Setup Master Muscle Control window lets
         you create a Master Control object to hold all of the attributes,
         then sets up each of the chosen muscle controls to be driven by
         an expression from the master. Typically, muscle Jiggle can be offset
         from one muscle to another even in the same group. The script properly
         retains these offsets so that as the animator adjusts the master
         values, the same amount of offset per muscle is kept. 
      
      
         - Create
            an object to be the Master Control. This object can be a group,
            a curve, or anything else that you want to hold the attributes. 
            NoteYou cannot use any of the locator controls
                  that are created automatically when you create a muscle as the Master
                  Control object. 
                
-  
            The following example uses a simple curve shape
               created by hand. 
             
- Select
            the object, then select 
                     Muscle > Muscles/Bones > Setup Master Muscle Control from the
            main menu bar. 
            The Setup Master Muscle
                  Control window appears.
             
- Select
            the middle muscle controls on all of the muscles you want to control
            as a group. In general, you do not want to select the endpoints of
            the muscles, as they are already stable. In this example, we have selected
            the iControls of the upper leg muscles. 
         
- Click
            the load selection "<<<" button next to
            the Controls area to load the muscle
            controls. 
         
- Select
            the Master Control object you created, then click the “<<<“
            button next to the Master Control field to load
            it into the dialog box. 
         
- Specify
            a Name for this group of muscles.
            This name is used when the Master Control creates the attributes
            and expression. 
            TipRight-click the Name field
                  to select preset naming conventions.
                
- Click Setup
               Master Muscle Control. If the attributes needed did not
            yet exist on the Master Control, they are created and set to a default
            value based on the muscles. 
            The Master Control is selected, and the attributes
               that display now control the whole group of muscles at once. In
               addition, the original iControls now have a different set of capitalized JIGGLE, CYCLE and REST attributes.
               These provide the animator with a way to offset the amount of each
               item from the Master Control. 
             You can lock and hide the Translate, Rotate,
               and Scale attributes since they
               are not needed. Using the jiggle/cycle/rest attributes
               controls each of the original muscles. 
             
- You
            can repeat this process for other sections of the character, using
            the same Master Muscle Control for all of them.