WIP process:
rig, used for this video:
Up!
Sorry…
Hi,
I’m not sure i understand what you are trying to achieve? Are you trying to work with a muscle system in Maya and then bake that into unreal?
Also if you don’t mind me saying and your work could be WIP but note that the corrected versions of the deformations still require much adjustments and work, for ex. knee movement loses volume, and sliding over the knee cartilage looks wrong (you can check out good references out there), thigh muscle lacking movement. For the second video shoulder movement too extreme and no clavicle compensation or neck area muscle movement, chest muscles are not moving. Similarly elbow joint loses definition and lower connection area of bicep muscle seems to also contract inward strangely. While it’s not important to go full muscle detail i guess the important part is to keep over all volume definition and illusion of muscle corrective movements.
Hope this helps. But Still a little confusing as to what you are trying to do, at first glance i thought you were going to show a rig with procedural extra skin setups that would give the illusion of muscle movement when animated in UE.
Good luck.
Hi. Thanks you for detailed comment, .! As for technology and it’s purpose… First of all - I perfectly understand that real muscle simulation in realtime in game engine is impossible (without simulating bones, tendons, muscles themselfs, fat, skin sliding, etc - it can’t be named realistic of course). But modern games often shows to us some ugly things, as I think, which can be corrected (and that is my main idea). Moreover - with using only bones, so if we have several characters with different body constitution, or breast/limbs/something else size for example - it’s not necessary to rebuild cloth for every kind of them unlike of case of using blendshapes for morphing characters. Since I can control bones in procedural way - I can make any part of character bigger/smaller/flat etc, bicep/tricep/deltoid and so on… Here is video which shows some part of my techniques:
As you can see - scene graph contains only skeleton and several meshes (hairs, bikini etc hidden)…
Also, dynamic stuffs are very important in such kind of things, so next video shows scalable dynamic of breast:
achivied with AnimDynamics in UE. Preview for mobile…
I don’t know what is my really target for now, but we live in 21st century, and once, I hope to see a game characters rigging at least a little better…