Connect Muscle Objects to a Muscle deformer
 
 
 

Once you have added a Muscle Object shape node to an object, you can connect it to a Muscle skin deformer. The process is slightly different depending on what type of object you are connecting.

To connect capsules or polygon mesh bones to a Muscle deformer

  1. Select the capsule(s) or polygon object(s) you want to connect and select one or more skin objects that have the Muscle deformer applied. The order of selection does not matter.
    NoteMake sure the skin and bones are in the default base pose position that you want as the default skin binding position.
  2. Select Muscle > Muscle Objects > Connect selected Muscle Objects from the main menu bar.

    The selected objects are immediately connected. The Sticky Bind dialog box appears as Maya Muscle connects the surface of each object to the surface of your mesh with Sticky weights.

To connect NURBS objects to a Muscle deformer

  1. Select the NURBS object(s) you want to connect, then select one or more skin objects that have a Muscle deformer applied. The order of selection does not matter.
    NoteMake sure the skin and bones are in the default base pose position that you want as the default skin binding position.
  2. Select Muscle > Muscle Objects > Connect selected Muscle Objects from the main menu bar.

    The Sticky Bind Maximum Distance dialog box appears. This dialog box lets you set how far a point can be from the center of the NURBS muscle and be properly Sticky weighted. For example, you usually do not need a muscle for the right arm to affect points on the left leg of a mesh. You can use this dialog box to limit the area of effect the muscle will have on the mesh.

  3. In the Sticky Bind Maximum Distance dialog box, select the option you want to use:

    See Sticky Bind Maximum Distance dialog box for more information.

    The Sticky Bind dialog box appears as each muscle is processed and connected.

When finished, your muscles, bones, and capsules are connected to the Maya Muscle skin deformer, and you can paint/set weights. See Paint Muscle weights.

ImportantSimply connecting muscles does not set default weights. You have to manually paint weights, or use the Apply Default Weights option.