Muscle Systems for Game Production
Game Developers Conference 2006 Session
Speaker: Jason Parks (Technical Artist,
Sony Computer Entertainment America)
Date/Time: Friday (March 24, 2006) 2:30pm — 4:30pm
Track: Visual Arts
Format: 2-Hour Lecture
Experience Level: Advanced - Requires experience and familiarity with subject.
Session Description:
Muscle systems can seem very
daunting and far too complicated to consider using in your production pipeline.
However, once the concepts are broken down and explained, it becomes clear how
to construct them and make them go. This lecture demystifies the two principal
components involved: the muscle model and the skinning solution. The presenters
cover all the desired features these components can offer. Typically, muscle
systems have only been used in the academic arena or as high-end solutions in
the feature film industry. Now is the time to start using these techniques in
game development. How these systems can be used a game production pipeline is
discussed.
Most of the major commercial and open-source systems available for Maya today, as well as theories and strategies for automating the creation of these systems, are compared and evaluated in the presentation. This lecture is the sequel to, and should be used in conjunction with the course presented last year: “Helper Joints: Advanced Deformations on RunTime Characters.”
Idea Takeaway:
Technical artists learn what are the most popular features needed in a muscle
model and a skinning solution. Attendees take away an evaluation of the major
commercial and open-source solutions available today. Attendees also take away
the following ideas: how systems can be mixed and matched and used in different
ways; automation theories and strategies; and applications in game production.
Intended Audience:
This course is intended for the character technical artist who is faced with
the task of delivering the next level of realism and quality in their game characters
or general enthusiasts who have always been curious as to how muscle systems
work, what they are made of. Even though all of the systems will be demonstrated
in Maya, the theories are universal and can be used with other 3D modeling/animating/rigging
packages. It is a good idea to have a basic understanding of: * Standard skinning
and weighting theory. * Traditional character rigging techniques. * MEL scripting.
* Maya’s Dependency Graph and underlying architecture. * Maya’s
Application Programming Interface.
[Download
Presentation]
This is the presentation only from the GDC website. It contains
still images but does NOT contain the 2+ GBs of movies, sorry.
Helper
Joints: Advanced Deformations on RunTime Characters (GDC
2005)
Research
["Anatomy
of Movement” by Blandine C. Germain ]
Anatomy of Movement presents a dynamic, integrated approach to
the study of the physical structures of the musculoskeletal system and their
functional relationship to the movements of the human body.
[PAN
Arts by Warwick Mellow ]
Character setup techniques, with isolated deformations.
["Building
Efficient, Accurate Character Skins from Examples" by Mohr/Gleicher]]
Siggraph 2003 paper on auto-computing number and weighting of
Helper Joints.
External
Links
Muscle Systems:
[cgMuscle]
Open source muscle plug-in for maya, poly/NURB muscle model.
Now v2.0 too!
[CG|Toolkit:
MuscleTK]
Muscle plug-in for Maya with skin simulation, launches November
1rst
[RedWorm]
Free Muscle plug-in for Maya, with skin deformer which contains
a sliding solution.
[Comet Muscle
System]
Muscle plug-in for Maya, hasn't been updated in a while, no beta,
looks very promising
[Shipkov
Muscle]
Peter Shipkov's free Muscle script
[cgCharacter
ACT]
Muscle plug-in for 3DS Max, early beta for Maya with no deformer
[CATMuscle]
Character Animation Tools Muscle product
[Syflex]
Cloth Simulator for most 3D software
Master Classes
[Custom
Character Tookit]
Maya Techniques™ | Customer Character Toolkit allows you
to explore the methodologies and techniques involved with building a character
pipeline.
[Hyper-Realistic
Body Rigging 2]
Maya Techniques™ | Hyper-Realistic Body Rigging 2 has Thuriot's
New Muscle Model.
[freedom-of-teach.com]
Sculptures and wall chart
Updated: 2/27/06
Email: Jason Parks