There
are a few options when you start using Maya Muscle to set up skin deformations.
- If you already use Maya skinClusters,
you can convert your existing skinClusters to use Maya Muscle (see
Convert Maya skin to Maya Muscle),
or use Relative Sticky mode to use the Muscle deformer on top of
your skinClusters without transferring or recreating your rig (see
Relative Sticky deformation).
- You can convert any NURBS surface in
Maya to include a Muscle Object shape node and connect it to the
Maya Muscle skin deformer. See
Manually convert NURBS to Muscle Objects.
- If you want to rig a character with Maya
Muscle from scratch, you can start by using Muscle to set up basic
skin deformation between a skin mesh and joint/bone objects.
While you can start by
creating bones and muscles and weighting to them, it is recommended
that you do a more typical pass at rigging to joints/bones/capsules
first. This lets you focus on getting proper weighting and transitions
all over your rig so that when you create and add weights to muscles,
you can transfer from each joint as needed.
This workflow is described
in more detail in the steps below.
Step 1: Set up basic skin
deformation for your rig
To set up a rig for basic skin deformation
- Load a rig that includes a polygon skin
mesh with some joints/bones.
- Convert the joint/bone objects to capsules.
See
Convert Maya joints to capsules.
- Apply the Muscle deformer to your skin
mesh. See
Apply the Muscle deformer.
- Connect the bone/joint objects to the
skin mesh. See
Connect Muscle Objects to a Muscle deformer.
- Apply default weights for your rig. See
Apply default weights.
NoteMake sure your scene
view is in a shaded mode.
- Refine the default weighting by painting
weights. See
Paint Muscle weights.
When you are finished,
you have a basic skin setup with joints/bones, and you can go on
to create muscles.
Step 2: Set up muscle deformation
for your rig
To set up a rig with muscle-skin deformation
- Load a rig that has basic weights painted
for the joint/bone/capsule objects to the mesh. (See
Step 1: Set up basic skin deformation for your rig.)
- Consider the types of muscle available
(see
Types of Muscle)
and create muscles.
- For muscles, set up the muscle poses
for Squash & Stretch. See
Set muscle pose states.
- Sculpt the muscles into the shapes you
require.
- Connect the muscles to the Muscle skin
deformer. See
Connect Muscle Objects to a Muscle deformer.
- Apply default weights for the muscle.
See
Apply default weights.
- Refine the weighting by painting muscle
weights. See
Paint Muscle weights.
TipWhile painting muscle
weights, right-click the joint/bone objects in the Influence list
of the
Muscle Paint window to enable
the HOLD option. To ensure the falloff from area to area on your
rig remains similar, unlock one bone and one muscle at a time, then
add weight to that muscle. See
Muscle Paint window for
more information.
Step 3: Create a cache
for faster playback
When you are finished
with the muscle weighting, you can create a node or file cache so
that you can easily playback your animations and light/render more
quickly. See
Create a cache.