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Set muscle pose states
Creating Muscles
Grow a muscle
Sculpt muscles
After a muscle is created, you can edit the
cross section curves to sculpt the muscle into the shape you want. The Edit tab
has a Sculpting section for this.
MuscleCreator muscles have three built-in cross
section curve sets that you can edit: one for the default rest position,
one for the squash state, and another for the stretch state. You
can directly edit these curves in the scene view, or using the Muscle
Creator window.
ImportantYou need to edit the curve cross sections,
not the muscle surface itself. You generally do not want to manipulate
the NURBS surface directly, since that surface can be made more
or less detailed using attributes on the Muscle Creator node.
To
sculpt with the Muscle Creator window
- Select
Muscle > Muscles/Bones > Muscle Creatorfrom
the main menu bar.
- Click
the Edit tab, then select any muscle
or muscles that you created with the Muscle Creator window.
- In
the Sculpting section of the Edit tab,
select which axis of the cross sections to edit.
The default is X-Z since they are flat cross
sections. You can also edit the Rest, Squash, or Stretch cross
sections. For example, to make a muscle more flat, turn X on and
Z off, or vice-versa.
TipThe Sculpting part
of the window can also work on selected points only. If you select
certain CVs on the cross section curves, the Sculpt slider
affects only those CVs.
- Select
which part of the muscle you want to affect using the Location slider.
(For detailed descriptions of the settings in the Muscle
Creator window’s Edit tab,
see
Muscle Creator window.)
- Adjust
the Sculpt slider to change the size
of the muscle. As you drag, you can see the shape being adjusted.
You can also select and edit the cross sections
directly in the viewport. Options at the bottom of the Edit tab
let you select controls or cross sections for the muscle(s) that
have been chosen in the Muscle Creator window.
TipRight-clicking each section lets you easily
show or hide those items by setting the Visibility attribute
on the cMuscleCreator node for you.
TipRight-clicking the Creator label
above the selection lists lets you select just the cMuscleCreator
node to adjust its values in the Attribute Editor or Channel Box.