connect muscle end to bone?
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Hi Craig,
Cloth would put some calculation effort into the game. But that can be cached.
I have not seen what you want to achieve aesthetically, so it isn't easy to share ideas.
All the best
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@Dr-Sassi ![example.jpg](Image dimensions are too big)
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![cube-capsule-notated.png](Image dimensions are too big) @channel-blame ![cube-capsule-notated.png](Image dimensions are too big)
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Hey Dr. Sassi, hi again; I'm trying to achieve the "figure in the cage" approach, but this time, I connected two meshes using a constraint tag, with a capsule attached to a cube, and they both go around on a spline; I'm trying to have part of the capsule static/not moving, maybe a deformer? what I am doing is not working, either I cant do it or it can not be done with my approach, any revelations would be great, thank you for your time Craig
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Hi Craig,
There are certainly many ways.
I hesitate to use dynamics simulations here, as there is some freedom needed for the system to work. Which in return creates resistance to being art-directed.
So the example with the two bones was what you are after. So you have two very defined areas with a particular movement.
I would do it this way:
The top and bottom Spline define the movement of the Middle one, and their distance defines the Scale of the middle.
You could add even more Splines between if needed and set the Constrain and Range Mapper accordingly. It follows precisely the given instruction, and in that way, it is stable.Based on your question, I have explored Simulation with two defining objects, but from my point of view, the one problem it solved created so many little ones, hence why I go here "old school".
Enjoy your weekend
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thx, you as well, CZ
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thanks, be well, CZ
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Thank you, Craig!
Cheers
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Hi Dr. Sassi, how are you today? well, I am perplexed. Please see attached. I'm trying to open this mandible, and stretch the masseter muscle , and move the mandible slightly forward, I just am lost as to how to affix the top part of the muscle to the top portion of the skull-I can not emulate what you did with the great solution that you provided for me last week. Can you please help, perhaps guide me and tell me what I am doing wrong? I'd be much obliged, Craig
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@Craig![mesh-cage-perplexed!.jpg](Image dimensions are too big) please see my posted message, thank you for this, Craig
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Hi Craig,
Thanks for asking; I had some good meetings, which always elevates my mood. Let's try to elevate yours as well.
The max image height is set to 500 pixels.
How did you create the muscle? Is it generator based or a polygon? Please share a little bit more.
Cheers
How did you create the muslce.
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The muscle is made of polygons, as are the other models , all relevant anatomy is in a null, which has a subdivision tag. I just discovered ( yea me ) I need to bind the models to "bind" the joints, but it is not working for me, would love to solve this ;( but I'm not being successful at this -please tell me what other info I can provide you with, thank you, Craig
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BTW, if I "pin the points", that means I am using simulation/dynamics, but all I want to do is rotate the mandible with the bottom part of the muscle attached, and the top part of muscle attached to the top part of skull, my only solution might be to posemorph?
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I am experimenting; I may have to posemorph/with points the muscle, and manually rotate the mandible, so far this is the best that I can do, so at least I am trying, and learning, ;)-CZ
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Hi Craig,
Here is a one-minute crash course in Bind/Weighting.
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_Clips_DRS/CrashCourseWeighting.mp4The joints could be just child objects of the two parts (skull and jaw)
The PoseMorph idea would require having the Bone parts in the mix to keep it in sync.
Cluster objects (you would need at least two; it might be a way, but it needs to be weighted anyway. So, no advantage.All the best
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thank you for your efforts, I will try this, but, the top part of the skull and mandible are two separate objects, would I need to put the joints and model in a null to make this work?-thanks you, Craig
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Hi Craig,
I have separated the Joint hierarchy in the file below, not as a suggestion of best practice, but to demo the function.
Joints are nothing else than objects that move points around.
Polygon objects are based on Points; when those points are moved, we move the edges and, consequently, the polygons. As a result, the mesh gets deformed.If two or even more Joints influence a certain area, it is typical that each influences the system a little bit differently. This is the weighting.
This must always be, with no exception, 100% in total. Sadly that is often not explained why, other than it needs to be 100%. If it is less than 100%, even the slightest bit, a moving forward caharter would leave these parts more or less behind. If it is more than 100%, those parts are moved fast forward.
We have sadly no movie younger than ten+ years that shows that.
https://www.cineversity.com/vidplaytut/weight_painting_part_1
I encourage presenters to show it. But well, Bret, the master (I mean it as I say it here!), does this with no effort after 05:30 [min: sec]All the best