connect muscle end to bone?
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Hey man, this is so cool!-I saw a tut, youtube, using a mesh deformer, like what you did-this may work for me, but I need to experiment with my models-you are solid !- I am a bit down, and tired, but I wanted to respond to let you know how appreciative I am, as all of us users here are. Stay well , my friend, ( can I call you friend? ), Craig
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Hey Craig,
Thanks so much for the lovely feedback.
As long as we stay friendly to each other, the term fits.
Stay well as well.
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@Dr-Sassi Hi Dr. Sassi, how are you? with respect to your nice solution, regarding my post, connecting muscle to bone etc, you used a figure being deformed , I tried to swap out the figure with a different edited mesh, but it will not work; can you please tell me what I am doing wrong; your solution was really good , I was hoping to put the "parent" joint as child to one bone, and the "joint lower" in another bone, as the lower bone rotates, it " stretches a muscle', thank as always, Craig
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Hi Craig,
If that was the file with the Mesh Deform, you need to press the " Initialize " button again after changing the Object used to Deform.
https://help.maxon.net/c4d/2023/en-us/Default.htm#html/OCAMESHDEFORMER-ID_OBJECTPROPERTIES.html?TocPath=Create%2520Menu%257CDeformer%2520object%257CMesh%2520Deformer%257C_____3
Initialize
This command will lock the state of the cage mesh to the state of the mesh it is deforming by assigning a weight value for each point of the cage to the cage it is deforming. It can take some time, depending on both the resolution of the cage and the mesh object. You need to run this command after dragging a mesh object in the Cages list and anytime you want to change the shape and resolution of the cage object or the deformed object.Is this working for you?
Cheers
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Hi Dr. Sassi, thank you-btw, I dont know why "chaannel-blame" is my new moniker-LOL I this seems to work nicely, thanks. I was also thinking, maybe using a cloth tag and "pinning some points", does that have possibilities? I need to find a tutorial on youtube, maybe that is a good alternative, be well Craig
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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