[Bf-committers] Muscle Rigging MVP implementation

Ton Roosendaal ton at blender.org
Sun Oct 12 11:44:46 CEST 2014


Hi Zack,

Interesting stuff. The paper you wrote shows some good design ideas.
Do you have test videos of the muscles at work in Blender?

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 12 Oct, 2014, at 7:49, Zack Drach wrote:

> Hello Blender developers,
> 
> About 6 months ago, I implemented native muscle rigging in Blender for a
> class project at my university. Although it's not production ready, I
> figured that my code and design could help guide the decision to add muscle
> rigging to Blender.
> 
> At a high level, used the algorithm described here:
> http://cg.skeelogy.com/research/simplified-muscle-dynamics.php . I found
> the link to the paper in the GSOC 2013 ideas document.
> 
> In terms of code modifications, I created a new DNA data structure called
> Muscle, and created some operators for creating muscles and attaching them
> to Bones. Integration with WeightPaint/Pose mode was also implemented.
> 
> My final report (for the class) can be found here:
> http://zdrach.com/New%20Projects/01%20Muscle%20Rigging/files/report.pdf
> 
> And the diff can be found here:
> http://zdrach.com/New%20Projects/01%20Muscle%20Rigging/files/diff.txt
> 
> The design looks like it should work. The main blockers for implementation
> are 1) development resources (probably a couple hundred man hours) and 2)
> code complexity (eg. maybe it's worth cleaning up some of the armature code
> before adding muscles).
> 
> If muscle rigging becomes a development priority, hopefully these resources
> should help out. (Maybe these files can be put on the ideas wiki page?)
> 
> Thanks,
> Zack Drach
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