The quadruped rig is currently lacking a muscle structure. You will use the Muscle Creator to add some of these missing muscles. The Muscle Creator lets you not only create and mirror muscles, but also provide controls to sculpt and shape them so they move in a realistic fashion. The following steps take you through a workflow example of setting an initial muscle using the Muscle Creator.
Open the scene for the example
This scene contains a quadruped rig with capsulated joints. You can use the DisplayLayer Editor to show and hide the skin of the model. Scrub the timeline to view the existing walk cycle animation.
The Muscle Creator appears. The top half of the Create tab contains controls that let you set the name of your muscle structure, the number of controls/cross sections, the number of segments around your muscle, and the joints to which the muscle is attached.
The new muscle is now attached to the joints you specified in Attach Start and Attach End fields. To see the muscle clearly, you may want to change your scene view to wireframe. The muscle is primarily comprised of a NURBS surface, two attach points of each end of the muscle, and a series of cross section controls.
In this lesson you learned how to create a muscle attached to capsulated joints. A completed file for this lesson, Sabertooth_Create_Muscle_End.mb. Now you are ready to refine and edit the muscles of the sabertooth tiger by setting the pose states and adjusting the locators at each end of the muscle.