Muscle Simulation and deformations for 3ds max, now with added
jiggle.
Hercules is a muscle creation toll for 3ds max that works in a
similar vein (or possibly tendon) to Absolute Character Tools
(3D World, issue 38). Working alongside Skin modifiers, it adds
subsurface deformation to simulate muscle bulge and distortion
where you would normally just have static or stretching
vertices.
Set-up is simple. Muscle primitives are attached between the
desired bones, and a modifier is applied to tell the mesh which
vertices are to be affected. Then when you animate your bones,
the skin modifier work as normal, bending the mesh for you; the
Muscle primitive stretches or contracts; and the Muscles Deform
tool shifts the vertex position that extra bit to incorporate a
contracting bicep or flexing back muscle.
Thanks to this easy-to- apply methodology and compatibility with
most max tools and plug-ins (Character Studio, Skin, Bones,
Bones Pro) you can easily go back and update old animations with
minimal fuss.
While this plug-in will be used a lot for making ridiculously
pumped-up characters, it’s the subtle uses that will be most
popular. Aside from simple contraction and expansion, its
ability to create secondary motion, or ‘jiggle’, is excellent
for simulating the autonomous movement of masses of flesh. By
strapping a large muscle around the front of a character’s
stomach, the bending it out slightly and carefully adjusting the
desired values, an impressive natural bounce can be achieved as
the model moves around. This is more convincing than a Flex
modifier and definitely faster for the processor to work out.
Work that fat
This extra movement brings a character to life far more than
excessively obvious muscle work does. A few strategically placed
muscle primitives that are jiggling, but not flexing, can really
improve a tubby character. If you’ve ever modeled an overweight
creature, you’ll know how tricky it is to animate the mass. But
by adding some subtle cheek and jowl wobble, by making the arms
flabby and carrying out the aforementioned stomach work, hey
presto – the motion of all that weight is taken care of for
you.
However, you’re not restricted to only using the Muscle
Primitives. Any solid max object can be used with the Deform
modifier. Solid objects can be made to push against the skin
like protruding bones, for example, or you could simulate boxing
gloves punching and pummeling a body with the skin reacting to
each hit.
Using Hercules is a lot of fun, soon leaving you thinking you
could build the Hulk. You probably could, but setting up a full
body structure is pretty daunting, and not something you could
do quickly – there is, however, a fairly complete one included,
rigged to a character studio biped. But, if you want to add just
a suggestion of a muscle structure (a triceps here, some
pectoral there), it provides not only eye-catching results, but
ones that can be easily controlled and animated. The more its
speed and simplicity shine through.
MAIN FEATURES
Quick
and easy muscle primitives
Simulate
bulging, flexing and wobbling flesh
Muscles
can be shaped to fit most forms
Fast
mesh deformation
PROS
Very easy to use
Impressive results
achieved quickly
Automatic Secondary
Motion really adds life to your animations
CONS
Setting up full-body
structures can be daunting
Tightly focused: few
extra features
VERDICT : 8/10
Range of
Features : 7/10
Value for
Money : 8/10
Written by Chris
Ollis,
3Dworld,
September 2004 Issue