Muscle Strand Tools

2 votes
Version: 
0.1
Date Updated: 
02/16/2013

 

 

This tool objective is to help the rigging artist in the skinning Envelope Step, permitting them to set the muscle envelopes by group (a CAT muscle object is composed by 7 strands be default), or individually. 

Additional Info: 

The skinning process can quickly be a hassle when a lot of deformers are involved, for example when you start using CAT muscle strands.

The starting step which consist in setting up the envelopes is a nightmare, because of the poor selection tools of the skin modifier, and a complete mess in the displayed informations (a huge number of envelopes that overlap).

This tool objective is to help the rigging artist in this specific step, permitting them to set the muscle envelopes by group (a CAT muscle object is composed by 7 strands be default), or individually. The envelope informations display is simplified, and is drawn over the viewport using redraw callbacks.

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notapix's picture

ah, okay. I thank you for

ah, okay.
I thank you for your attention and explanation ;)

MrPingouin's picture

There's no harm at all

There's no harm at all :)
What I'm saying is that the Biped Structure (the default one though) has not enough bones for this script to be useful, the Skin Modifier tools are enough to deal with them.

notapix's picture

I'm sorry, I had an act of

I'm sorry, I had an act of presumption.
are too embarrassed to ask you some extra work (just for biped)
I thought it would be difficult for you to work on a script for biped whole, so I limited the bones (wrongly). I chose the only forearm bone excluding also the twist bones.

I can honestly tell you that I do not have particular preferences about the type of biped bones to be involved. I play in max as a hobby, I do not have commercial claims.
I appreciate so all scripts (high-level or small they may be) that help me to rigging.

I hope you understand my bad English (google translator).

MrPingouin's picture

You have to be more specific

Hmmm, please be a little bit more specific about what you want to do with the arm of the biped, because in that case, just for one bone, the tool doesn't have any use.

notapix's picture

part of the biped

thanks for your answer.
Meanwhile, thank you for sharing your script (I forgot in my previous comment).

I thought to use the part of the biped "arm". not "twist bones" (forearm).
tnk.

MrPingouin's picture

Not sure about 2008

I don't have this version to test it.

Give it a try, I'll say there's a 90% chance of success, I can't think of any line of code that would be "2013 only".

For the other question, no, it doesn't work for biped for the moment. I could however adapt it, what part of the biped are you thinking about ? twist bones ?

notapix's picture

questions

excuse my ignorance:
the script works with max2008?
the script also works with biped?
thanks :)

MrPingouin's picture

Heh.

You might be the only here to use this script, so be my guest :]

Royal Ghost's picture

Excellent! Thank you again!

Excellent! Thank you again!

Royal Ghost | veda3d.com

MrPingouin's picture

Check it out

Yeah, I guess the LBiceps 6 and 7 of the example animated GIF aren't really useful.

Same workflow, but only the deformers belonging to the skin modifier are processed.

This should be good now, I replaced the v0.1 file, just redownload it again :]

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