To
create a Muscle Direction object
- Select
Muscle > Direction > Make Muscle Direction from
the main menu bar.
If nothing is selected,
a new direction object is created. If a capsule object or objects
are selected, a direction object is created as a child shape of
the capsule as a radial direction node.
A Muscle Direction locator
appears.
- You can adjust the settings now, or adjust
them after connecting to a cMuscleSystem node.
NoteThe falloffInner attribute
only controls the display of the cMuscleDirection node. The effect
of the node is determined solely by weighting. The falloffInner value
has no effect on the result.
The falloffOuter value
only affects "radial" or capsule-based Muscle Directions. Raising
this value effectively ‘lengthens’ the radial direction object, shown
by the increasing length of the red center-line. It has no effect
in "vector" mode.
- To connect the direction node to a Muscle
deformed object, select both the deformed object and any Muscle
Direction objects you want to connect. (Selection order does not
matter.)
- Select
Muscle > Direction > Connect selected Muscle Directions from
the main menu bar.
The objects are connected,
but have no effect until Direction weights are painted or set.
- Select the skin mesh, then select
Muscle > Paint Muscle Weights to
open the Muscle Paint window.
- In the Muscle Paint window,
switch the Weights to Direction,
and select the proper direction node to paint.
- Paint weights on the areas you want.
Any points affected by the Muscle Direction that are sliding have
the direction of their slide adjusted. Shown below, the direction
node has been rotated, and points that were pushing outwards are
now sliding/pushed out along the axis specified by the cMuscleDirection
node.
NoteYou can have more
than one cMuscleDirection node affect an area of points and use
weighting to blend their effect together.