We need muscle simulation system

The original body deformation is always wrong, especially the back, shoulders, and chest
Waist, hips, etc.

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Comments

  • That would be a dream come true: muscle, body fat and skin simulation on a anatomical correct skeleton making correct joint bending possible without the need for JCMs. I'm afraid, that' s still high end technology only. Does Maya have it? Just curious.

  • wizwiz Posts: 1,100

    That would be a dream come true: muscle, body fat and skin simulation on a anatomical correct skeleton making correct joint bending possible without the need for JCMs. I'm afraid, that' s still high end technology only. Does Maya have it? Just curious.

    They call it "Maya (r) Muscle". Been in for at least 10 years.To be honest, I find binding a muscle capsule to a skeleton, a fat capsule to a muscle, skin to fat to be easier than joint controlled morphs. JCM has alwasy seemed too much like voodoo to me.

    Unfortunatley, fantasy figures often defy biomechanical principles like fluid incomprehensibility and have to be treated as magic.

  • TBorNotTBorNot Posts: 370

    The problem is that the muscles span across three sections of the body, and DAZ and others are stuck in the same section.  Think of the clay motion wooden puppet.

     

  • lilweeplilweep Posts: 2,550
    TBorNot said:

    The problem is that the muscles span across three sections of the body, and DAZ and others are stuck in the same section.  Think of the clay motion wooden puppet.

     

    huh

  • TBorNot said:

    The problem is that the muscles span across three sections of the body, and DAZ and others are stuck in the same section.  Think of the clay motion wooden puppet.

    What do you mean here?

  • KorvarKorvar Posts: 13
    TBorNot said:

    The problem is that the muscles span across three sections of the body, and DAZ and others are stuck in the same section.  Think of the clay motion wooden puppet.

    What do you mean here?

    I think they're saying that the way DAZ figures generally work, each section is essentially separate, only really interacting at the joints.  But muscles can span notjust the joint between two body sections, but three, which DAZ Studio (as it currently works) wouldn't be able to handle.

    However, the way you'd do a muscle system is actually closer to a cloth simulation, which doesn't particularly care how many body sections it spans.

  • RobinsonRobinson Posts: 751

    Seen Ziva?  It's interesting but looks like a lot of work (these things are always a lot of work...). 

  • wiz said:

    That would be a dream come true: muscle, body fat and skin simulation on a anatomical correct skeleton making correct joint bending possible without the need for JCMs. I'm afraid, that' s still high end technology only. Does Maya have it? Just curious.

    JCM has alwasy seemed too much like voodoo to me.

    JCM's are amazing cos of the freedom to tie in all kinds of morphs. 

    wiz said:

    Unfortunatley, fantasy figures often defy biomechanical principles like fluid incomprehensibility and have to be treated as magic.

    Haha, exactly.  Which is why really like JCM's, and hope that freedom is never lost.

     

    What would love is a an XML based Physics system to bring the mesh via bones (and maybe even JCM's to life) with all kinds of parameters defineable.  Springs etc.   Full meal deal.

    Bullet Physics has been already used to make skinned mesh physics in Real time.  But DAZ would need to find someone who loves bullet physics full-time to implement that.

  • Makehuman actually has a rigged muscle option, not sure how effective that is though

  • @WendyLuvsCatz

    Sometime ago you shared a fun vid made in  Unreal RT with body physics.  That all ties in with simulation of body components (muscle,tissue).  Have you done more? or discovered anything else?  Am still keeping an eye on Unreal for the future.  By then blueprints may be even more advanced as I really want less to do with programming.

  • davidtriunedavidtriune Posts: 452
    edited November 2020

    i dont know if jcms will allow us to do something like this but it'd be nice (this vid is 8 years old)

    https://player.vimeo.com/video/52668394

    we also need tension/stress maps to really sell the realism

    https://blender.community/c/rightclickselect/zQfbbc/

    all this is being discussed on chris jones' blog on blender forums.

     

    Post edited by davidtriune on
  • MasterstrokeMasterstroke Posts: 2,033
    edited November 2020

    Or we need AI, that just learns, how human antomy works. wink

    Post edited by Masterstroke on
  • RobinsonRobinson Posts: 751
    edited November 2020

    Or we need AI, that just learns, how human antomy works. wink

    I don't think you need AI.  The problem has already been solved, more or less.  It's a question of if/how to implement it.  JCM can't possibly work though, as you have two variables (joint position and flex amount), whereas morphs are simple linear interpolations to a target.  So I suppose some system is required for realism.  You'd also need some soft-body going on there too. 

    Post edited by Robinson on
  • mumia76mumia76 Posts: 146

    I was secretly hoping that this will be the next big generational upgrade. Gen8 figures are getting a bit old now, maybe gen 9, will make the leap. At least that would make it worth the upgrade, because unless there is some ground breaking improvement I'd be reluctant to move on from Gen8.

  • MasterstrokeMasterstroke Posts: 2,033
    edited November 2020
    mumia76 said:

    I was secretly hoping that this will be the next big generational upgrade. Gen8 figures are getting a bit old now, maybe gen 9, will make the leap. At least that would make it worth the upgrade, because unless there is some ground breaking improvement I'd be reluctant to move on from Gen8.

    I'm just afraid, there is no leap, and this is the reason, why we don't have a G9 yet. It just doesn't make sense yet.
    We're stuck crying wink

    Post edited by Masterstroke on
  • @WendyLuvsCatz

    Sometime ago you shared a fun vid made in  Unreal RT with body physics.  That all ties in with simulation of body components (muscle,tissue).  Have you done more? or discovered anything else?  Am still keeping an eye on Unreal for the future.  By then blueprints may be even more advanced as I really want less to do with programming.

    I just added spring to bones

    it's not really accurate 

  • Cinema4D has a toon rig that lets you do more than just rotate and move bones. Since we can already scale bones, maybe there is a way to implement that? Might not make things anymore realistic, per se, but more options?

  • @WendyLuvsCatz

    Sometime ago you shared a fun vid made in  Unreal RT with body physics.  That all ties in with simulation of body components (muscle,tissue).  Have you done more? or discovered anything else?  Am still keeping an eye on Unreal for the future.  By then blueprints may be even more advanced as I really want less to do with programming.

    I just added spring to bones

    it's not really accurate 

    How sophisticated & detailed & customizable are the parameters for what you are using?  Do you have a /resource link showing features & options of that one physics item?

  • @WendyLuvsCatz

    Sometime ago you shared a fun vid made in  Unreal RT with body physics.  That all ties in with simulation of body components (muscle,tissue).  Have you done more? or discovered anything else?  Am still keeping an eye on Unreal for the future.  By then blueprints may be even more advanced as I really want less to do with programming.

    I just added spring to bones

    it's not really accurate 

    How sophisticated & detailed & customizable are the parameters for what you are using?  Do you have a /resource link showing features & options of that one physics item?

    I am confused as to what you are talking about to be honest

    I was assuming you meant one of my videos with the bouncing boobs

  • muscles?, Cinema4D has that, very complex to aproach with real sense, is like a secondary weight mapping over your primary rigging AND primary weight mapping, ugh!

  • Saxa -- SDSaxa -- SD Posts: 872
    edited November 2020

    @WendyLuvsCatz

    Sometime ago you shared a fun vid made in  Unreal RT with body physics.  That all ties in with simulation of body components (muscle,tissue).  Have you done more? or discovered anything else?  Am still keeping an eye on Unreal for the future.  By then blueprints may be even more advanced as I really want less to do with programming.

    I just added spring to bones

    it's not really accurate 

    How sophisticated & detailed & customizable are the parameters for what you are using?  Do you have a /resource link showing features & options of that one physics item?

    I was assuming you meant one of my videos with the bouncing boobs

    Yes that was the topic. 

    Physics with springs can be very complex, and on top potentially with some systems you may weightpaint mesh with different and more bones for increased effects.  When you wrote it's not really accurate, I was wondering about what you were using and how customizable it is.

    Post edited by Saxa -- SD on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,493
    edited November 2020

    @WendyLuvsCatz

    Sometime ago you shared a fun vid made in  Unreal RT with body physics.  That all ties in with simulation of body components (muscle,tissue).  Have you done more? or discovered anything else?  Am still keeping an eye on Unreal for the future.  By then blueprints may be even more advanced as I really want less to do with programming.

    I just added spring to bones

    it's not really accurate 

    How sophisticated & detailed & customizable are the parameters for what you are using?  Do you have a /resource link showing features & options of that one physics item?

    I was assuming you meant one of my videos with the bouncing boobs

    Yes that was the topic. 

    Physics with springs can be very complex, and on top potentially with some systems you may weightpaint mesh with different and more bones for increased effects.  When you wrote it's not really accurate, I was wondering about what you were using and how customizable it is.

    I just added a spring bone to each of the pectorals in the Unreal Third Person animation Blueprint

    but it is not really physics

    Post edited by WendyLuvsCatz on
  • well looks like you can do what I did in Unreal in DAZ studio now

    https://www.daz3d.com/spring-dynamics-for-daz-studio

  • Robinson said:

    Seen Ziva?  It's interesting but looks like a lot of work (these things are always a lot of work...). 

    Yes, but that one is expensive

  • The works I want to do are about dance, gymnastics, and jiu-jitsu, but the effect is very bad, and the deformer can't save it. Carving is too troublesome

  • i dont know if jcms will allow us to do something like this but it'd be nice (this vid is 8 years old)

    https://player.vimeo.com/video/52668394

    we also need tension/stress maps to really sell the realism

    https://blender.community/c/rightclickselect/zQfbbc/

    all this is being discussed on chris jones' blog on blender forums.

     

    This is great

  • GordigGordig Posts: 10,170

    muscles?, Cinema4D has that, very complex to aproach with real sense, is like a secondary weight mapping over your primary rigging AND primary weight mapping, ugh!

    I've spent a bit of time with C4D's muscle system, and might implement it with an original character I modeled, but it's quite a lot to deal with.

  • takezo_3001takezo_3001 Posts: 1,997
    edited November 2020

    There's already flex-based muscularity morphs released for genesis onegenesis two and Genesis eight Although, I really like the original genesis muscle morphs and have since copied them over to genesis 8 via GenX. But the morphs I really want to see are from Faux2d!

    Post edited by takezo_3001 on
  • Saxa -- SDSaxa -- SD Posts: 872
    edited November 2020

    well looks like you can do what I did in Unreal in DAZ studio now

    https://www.daz3d.com/spring-dynamics-for-daz-studio

    Yup, got it today plus FacialAnim.  Very good price when include my DO coupon.  Want to support Daz and animation initiatives, so bought today, though am busy with other stuff ATM.

    Based on Video, it's a nice start, and not as complex as was alluding to.  Like you wrote maybe not that accurate.  But until check out, won't say that too loudly yet.  Will have to see if maybe adding secondary bones to rig with weight paint will work for extra dynamics.  Wish Daz weightpainting was easier to use.  Find it a bit awkward for anything less than 100% or 0.  Did recode the color system for weights display so more intuitive for me.  But the weight-brush option is too coarse depsite all the options for customization.  That's after many efforts over last 2 years.

    Post edited by Saxa -- SD on
  • Faux2DFaux2D Posts: 452

    I am currently working on a real-time realistic muscle deformation system for Daz. Progress is slow but I think it will be worth the wait.

    Here is a sample:

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