Now the
legs, you could keep the legs one whole object , but I've
split them up, getting the area between the legs to deform
right is the only problem selecting the hip joint on the other
side might help. then just needs a little skin weighting.
Now for
the muscle shapes, were just be binding them to their closest
joints like the stomach shapes will be binded to the lowback
joint, back joint, and hips
arm bicep
shapes, binding to arm and shoulder joints of course . things
like blend shapes can be added for muscle bulge. or simple
jiggle deformers
Neck and
back muscle shapes are binded to different joints from the
back joint and up to shoulder and neck.
For the
breast area I'm not binding to any of the arm joints. you
could but would probably have to paint some of the weights
These muscle
shapes above the breast should be binded to the arm and well.
when the arm comes down it should deform well without any
tweaking.
That's
the wrap mesh all binded, here's a clip of the wrap mesh moving
WrapMesh.mov
2.3mb right click save Target as
Now we
just have to warp the full mesh
First select
the bindmesh then second the warp group. then in animation
menu select deform create wrap. here's my settings. The use
max distance setting is important, keep it as low as possible
as it will improve performance and memory usage.
I've had
to use a max distance of 11 for mine because of the nurb shapes
if we had used the body mesh instead. we could of used a max
distance of as low as 0.01
Your soon
see if your max distance setting is not high enough as you
can see here. if you move the rig from the bind pose it will
leave some points behind this was with max distance of 6.
you have a choice what to do, go back and edit that area so
its closer. or raise the setting I used a final setting of
11.
warp deform
is a lot faster then it use to be. ;-)
here's
a few clips of the binded mesh BindTest.mov 4.0mb
right click save
BodyTest.mov 2.7mb right
click save
and that's
its hope someone finds it useful.
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