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 Creator from
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 scene view. 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.
Tip -clicking each
section lets you easily show or hide those items by setting the
Visibility attribute
on the cMuscleCreator node for you.
Tip -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.