[Bf-committers] GSoC 2014: Implementation of a Muscle System Proposal

Juan Pablo Bouza jpbouza at hotmail.com
Wed Mar 19 17:06:30 CET 2014


Cool! I hope you get accepted!

> Date: Wed, 19 Mar 2014 17:01:28 +0100
> From: alan.mark.sp at gmail.com
> To: bf-committers at blender.org
> Subject: Re: [Bf-committers] GSoC 2014: Implementation of a Muscle System	Proposal
> 
> Hi guys,
> 
> First of all, Juan Pablo, your work is impresive, second I'd like to
> explain a little  what i had in mind, the idea is to create a muscle
> primitive that can work attached to bones in the armatures, as it is
> suggested in the GSoC 2014 ideas page
> 
> On Wednesday, March 19, 2014, Juan Pablo Bouza <jpbouza at hotmail.com> wrote:
> 
> > Hehe, as far as I know, currently the best way to do this is with
> > shrinkwrap and smooth modifiers. Very hand crafted work.
> >
> > Here's a workin example I did some years ago, wow... blender 2.49... hehe,
> > but well, I've successfully ported this kind of rig to 2.5+ too.
> >
> > Zepam on the run <https://www.youtube.com/watch?v=fPYwalEYkK8>
> >
> > I am about to put some of these thoughts in a Gooseberry wishlist... so if
> > this gets accepted we'll surely be able to exchange some ideas!
> >
> >
> >
> > > Date: Wed, 19 Mar 2014 08:44:33 -0700
> > > From: blueprintrandom1 at gmail.com <javascript:;>
> > > To: bf-committers at blender.org <javascript:;>
> > > Subject: Re: [Bf-committers] GSoC 2014: Implementation of a Muscle
> > System     Proposal
> > >
> > > +1
> > >
> > > I have done this before by setting up armatures, but it was clunky and
> > not
> > > easy to work with,
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