This was the video that paired with an ACM Siggraph talk I published on
the deformation system and set of algorithms that I wrote at Sony for
musculoskeletal pose space shape skinning. The core of the system used
procedurally generated nurbs muscle primitives that were user
controllable, had dynamic animation abilities, and input to deform
geometry which was then layered with a non-linear blend-skinning
algorithm that included coupling with radial basis function based pose
space deformations, skin relaxation, and skin and fat jiggle. The
system was used on Beowulf, Ghost Rider, Spiderman 3 and other
productions. **Note: This software was written almost entirely in C++
using Maya as a framework and was written before "Maya Muscle" existed
-- in fact, I made several feature recommendations to Alias that they
should implement muscle/skin prior to their acquisition of Comet Muscle.
Regardless, this deformation suite accomplishes several features that
Maya muscle still comes nowhere close to, primarily it's tight coupling
with pose space deformations, we also filed a patent while
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