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Muscle Primitive parametric object

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Muscle Primitive parametric object. Geometry Rollout.


The Hercules Muscle Primitive makes it easy to create realistic muscles inside 3ds max. Hercules Muscles are
flexible, and can be sculpted into any form by adjusting their relative length, radius, and/or profile curve. Once
created, they will reflect the influence of actual muscles beneath your character's skin. As your character moves,
the muscles will squash and stretch, creating realistic sub-surface deformations and secondary motion. The
muscles are designed, so that they may be easily attached to any existing skeleton structure.

Di-O-Matic Icons:
Please see The Di-O-Matic Icons for more information

Muscles Manager (button)


Please see The Muscles Manager section for more information
Controller Objects:
Origin (pick button):
Allows you to pick which object the starting point of the muscle should be constrained to. You may select any 3ds
max object as the Muscle's Origin. Once you select an object to constrain the muscle to, its name will appear on
the button. This makes it easy to see which object controls the given muscle.
Termination (pick button):
Allows you to pick which object the endpoint of the muscle should be constrained to. You may select any 3ds max
object to control the Muscle's final point. Once you select an object to constrain the muscle to, its name will
appear on the face of the button. This makes it easy to see which object controls the given muscle.
NOTE: You can right-click on the Origin or Termination pick buttons to remove the current picked object or
to reset the current offset.

Geometry

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Muscle Primitive parametric object

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Radius (spinner):
Allows you to set the Radius of the muscle primitive. Increase or decrease the value to make the muscle wider or
slimmer.
Length (spinner):
Allows you to set the Length of the muscle primitive. Increase or decrease the value to make the muscle longer
or shorter.
NOTE: This option will be disabled if the current muscle has its origin and termination targets set. In this
case the distance between the two control objects determine the length.
Flatten (spinner):
Allows you to Flatten the muscle geometry. Increase or decrease the value to make the muscle more or less flat.
Sides (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
longitudinal segments to/from the muscle.
Segments (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
latitudinal segments to/from the muscle.
UVW Coords (check box):
When checked, this option applies UVW coordinates to the geometry. In this way you can quickly texture you
muscles.
Render Values (check box):
Allows you to change the resolution of the muscle geometry at render time: By increasing the sides and/or
segments, you are able produce high quality images while still maintaining fast feedback in the viewport.
Sides (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
longitudinal segments to/from the muscle geometry at render time.
Segments (spinner):
Allows you to change the resolution of the muscle geometry. Increasing or decreasing the value will add/subtract
latitudinal segments to/from the muscle geometry at render time.
Edit Profile Curve (button)
This option allows you to edit the muscle shape through an intuitive graph-like interface. Simply add or subtract
points on the curve to get the look you need. Curves can be straight lines or bezier curves, allowing you to easily
sculpt your muscle.

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Muscle Primitive parametric object

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Comments
Muscle Primitive: Deformation Rollout
The Hercules Muscle Primitive includes built-in deformation methods, such as Stretching, Jiggling and Bending.
Within the Deformation rollout you can access the various parameters that control these muscle properties.

Stretching Method:
Scale (radio button):
With the stretching method set to Scale the muscle will scale, in the direction of either the Origin or Termination

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Control object, when moved.


Squash (radio button):
With the stretching method set to squash, the muscle will maintain its volume, deforming the muscle nonuniformly, to compensate for its increased/decreased length.
Squash multiplier (spinner):
Multiplies the effect of the squash deformation, to help exaggerate deformations.
Set Default Length (button):
Sets the default/rest length of the muscle. A new length should be initialized if you move the origin and
termination control objects. Once you are satisfied with the new location, simply click on this button to set the
new shape of the muscle as the default. You may modify the muscle as many times as necessary.
Secondary Motion (check box):
This function automatically calculates the secondary movement of the selected muscle using a spring based
dynamics algorithm.
Off in viewport (check box):
This option turns off all dynamics calculations in the viewport. To optimize your display performance, turn
secondary motion off in the viewport. This feature can greatly optimize dense scenes, yet it will still render
correctly.
Stiffness (spinner):
The stiffness value, controls the amount of sway in the secondary motion of the selected muscle. A higher value
will cause the muscle to sway less.
Speed (spinner):
When solving for fast moving objects, the speed value will help resolve dynamic simulation errors. Adjust this
value if dynamic simulations are lagging behind or moving ahead of the muscle.
From to (check box and spinners):
These values determine the range in which secondary motion is calculated. In this way the animator has
complete control over the secondary motion of the muscles.
Cache (Button):
By hitting the cache button, all secondary motion is baked. Use this option to get real time feedback in complex
scenes.
Reset (Button):
Resets the cache.
Pick Gravity (Button):
Allows you to apply a gravity space warp to the muscles. This feature applies physics to the muscles, creating
life-like realism.
Bending (check box):
Allows you to add a bending point to the current muscle. In this way, you can wrap your muscles around and inbetween bones.
Position (button):
Allows you to pick the object that controls where and how the current muscle bends. You may select any 3ds
max object to control the muscle's bending point. Once you select an object to constrain the muscle to, its name
will appear on the face of the button. This makes it easy to see which object controls the given muscle.
NOTE: You can right-click on the Bend Position pick button to access several options such as remove
the current picked object.

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Muscle Primitive parametric object

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Comments
Muscle Primitive parametric object. Sub-Objects.
CrossSection:
Allows you to modify the Cross Section of the muscle primitive. It can be moved,
rotated and scaled in any axis.
Offset Origin:
Allows you to Offset the muscle primitive's geometry from its Origin constraint
Offset Termination:
Allows you to Offset the muscle primitive's geometry from its Termination
constraint
Offset Bending:
Allows you to offset where the muscle bends.

Comments

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