If
            you want to use the cMuscleDisplace node as a deformation feature,
            you can create a displace node and connect it to a Muscle deformed
            object. 
         
         After creating or connecting
            a cMuscleDisplace node, you may want to adjust its attributes to
            get the desired effect. See 
                     cMuscleDisplace node for
            descriptions of the attributes. Since Displacement nodes are distance-based
            (that is, they falloff or have more effect as they approach or move
            away from the surface) there are no weights to paint. 
         
         To set up a displace node for deformation
         
         
            - Select 
                        Muscle > Displace > Create Muscle Displace from
               the main menu bar.
               
A new cMuscleDisplace
                  node is created and selected. By default, this node is a planar-style
                  displace node. This displace setup not only includes the group node
                  and cMuscleDisplace locator shape, but also a file input for selecting
                  the file texture. You can see this by graphing the selected displace node
                  in the Hypershade or Hypergraph.
               
             
            - Select the file node going into the cMuscleDisplace
               shape and select an image file to use as the texture. Typically,
               you select the node, go to the Attribute Editor,
               and click the folder icon next to the Image Name field
               to browse for an image file to use.
               
NoteAdvanced users can
                     also create any traditional Maya 2D texture and connect the shader’s outColor into
                     the displace node dispData.shader attribute instead
                     of using a file texture node.
                  
                
               The image should be black
                  where you want no effect, and white where you want the displacement
                  to push out or occur.
               
             
            - Change the attributes of your cMuscleDisplace
               node as needed and connect it to a Muscle deformer.
               
For example, you can
                  change the cMuscleDisplace node from Planar mode to Cylindrical,
                  or set other options.
               
             
         
         To connect a cMuscleDisplace node
         
         
            - Select one or more cMuscleDisplace node
               objects, then select one or more Muscle deformed objects (objects
               with the Muscle skin deformer applied). (The order of selection
               does not matter.)
            
 
            - Select 
                        Muscle > Displace > Connect selected Muscle Displace nodes.
               
The nodes are now connected. 
               
             
            - Select the Muscle deformed object and
               find the cMuscleSystem deformer node in the Channel
                  Box or in the Attribute Editor.
            
 
            - Set the Enable Displace attribute
               to on.
               
You can now see the displacement
                  effect. You may need to move, scale or change other settings on
                  the cMuscleDisplace node to see the effect. 
               
             
         
         When you no longer want
            to use a displacement node, you can disconnect it from the cMuscleSystem
            deformer.
         
         To disconnect a displace node
         
         
            - Select one or more cMuscleDisplace nodes
               and one or more Muscle deformed objects. (The order of selection
               does not matter.)
            
 
            - Select 
                        Muscle > Displace > Disconnect selected Muscle Displace nodes from
               the main menu bar.
               
The item is disconnected,
                  and no longer affects the mesh.
               
             
         
         Connect a NURBS Curve to
               a cMuscleDisplace node
            
            When
               the cMuscleDisplace mode is set to Curves, the
               position and image map on the displace node no longer matter, and
               instead NURBS curves that are connected to the node are used to
               do the displacement. As the curves approach the surface, they move
               the points out.
            
            NoteThis feature works
                  for deformation-based displacement, and Maya shader displacement,
                  but is not supported with the mental ray version of the shader.
               
             
            In order to use this
               feature, you must connect NURBS curves into the cMuscleDisplace
               node. You can select one or more curves, but the radius/falloff
               of them will be the same and is set from the cMuscleDisplace node
               it is connected to. If you want to use different radius/falloffs,
               you must use multiple cMuscleDisplace nodes.
            
            To connect a curve
            
            
               - Draw a NURBS curve or curves using standard
                  Maya curve tools.
               
 
               - Create a cMuscleDisplace node as described
                  in 
                           Set up Displacement deformation.
               
 
               - Select one or more curves and a cMuscleDisplace
                  node.
               
 
               - Select 
                           Muscle > Displace > Connect NURBS Curve to Muscle Displace from the
                  main menu bar.
                  
The curves are now connected.
                     The displacement node itself should be connected to the Muscle deformer,
                     or as part of a shading network. See 
                              Create Maya cMuscleShader network. 
                  
                
               - Switch the cMuscleDisplace mode to Curves.
                  The curves are now used to deform the surface.
               
 
            
            To disconnect a curve from a cMuscleDisplace
               node:
            
            
               - Select the NURBS curve(s) and the cMuscleDisplace
                  node.
               
 
               - Select 
                           Muscle > Displace > Disconnect NURBS Curve from Muscle Displace.
                  
The curve is disconnected
                     and no longer affects the deformation even if the node is in Curves mode.
                  
                
            
          
         Create Maya cMuscleShader
               network
            
            The
               cMuscleDisplace feature can operate as a shader as well as a deformation tool.
               To do this, a special cMuscleShader node for Maya is created that
               does displacement and handles a connection from a cMuscleDisplace
               node. This shader is then connected to the material for your object.
               The cMuscleShader is a shader designed for the internal Maya renderer.
            
            To set up a node for Maya-based cMuscleDisplace
               shading
            
            
               - Create a basic material and apply it
                  to your mesh.
               
 
               - Select 
                           Muscle > Displace > Create Maya Muscle Shader Network from
                  the main menu bar.
                  
A new cMuscleShader and
                     a new cMuscleDisplace node are created and selected.
                  
                
               - Open the Hypershade and
                  graph the selected objects.
               
 
               - Select the file node going into the shader
                  and select an image file to use for the displacement. The image
                  should be black where you want no effect, and white where you want
                  it to displace the geometry.
               
 
               - Select the cMuscleDisplace shader node
                  and your main Maya material and graph them in the Hypershade.
               
 
               - Drag the cMuscleShader onto the Shading
                  Group for the material and select “other” from the menu that appears.
                  
The Maya Connection
                        Editor appears. 
                  
                
               - From the shader on the left, select Displacement and
                  connect it to the Displacement Shader on the
                  right side. 
               
 
               - Close the Connection Editor.
                  
Now you can see the connection
                     from the shader into the shading group.
                  
                
               - Use the Maya renderer to see the effect.
                  You can use typical Maya adjustments to increase the displacement
                  quality. For example, you can select the mesh and increase the number
                  of Initial and Extra displacement samples in the Displacement
                     Map section of the Attribute Editor for
                  your mesh.
               
 
            
          
         Create a mental ray mib_cMuscleShader
               network
            
            The cMuscleDisplace feature can operate as a
               shader as well as a deformation tool. For mental ray rendering,
               a special mib_cMuscleShader node is created that does displacement
               and handles a connection from a cMuscleDisplace node. This shader
               is then connected to the material for your object.
            
            To set up a node for mental ray-based
               cMuscleDisplace shading
            
            
               - Create a basic material and apply it
                  to your mesh.
               
 
               - Select 
                           Muscle > Displace > Create Mental Ray mib_cMuscleShader Network from
                  the main menu bar.
                  
A new mib_cMuscleShader
                     and a new cMuscleDisplace node are created and selected.
                  
                
               - Open the Hypershade and
                  graph the selected objects.
               
 
               - Select the mentalray_Texture node going
                  into the shader and select an image file to use for the displacement
                  with the Attribute Editor. The image should
                  be black where you want no effect, and white where you want it to
                  displace the geometry.
               
 
               - Select the cMuscleDisplace shader node
                  and your main Maya material and graph them in the Hypershade.
               
 
               - Drag the cMuscleShader onto the Shading
                  Group for the material and select “other” from the menu that appears.
                  
The Maya Connection
                        Editor appears. 
                  
                
               - From the shader on the left, select Displacement and
                  connect it to the Displacement Shader on the right.
               
 
               - Close the Connection Editor.
                  
Now you can see the connection
                     from the shader into the shading group.
                  
                
               - Render the scene with the mental ray
                  renderer to see the effect. You may want to use typical Maya mental
                  ray adjustments to make higher quality displacement. 
                  
For example, in the Options tab
                     of the Render Settings window, you
                     can expand the Tessellation section. In that
                     section, you can click the texture icon beside Displace
                        Approx to create a new mentalrayDisplaceApprox node for
                     rendering this scene. To do this, you must first select mental ray as
                     the renderer. In the Attribute Editor you can then
                     set this to a Spatial approximation method, Fine approximation
                     style, and increase the Max Subdivisions as
                     desired.