Optional module - Maxon Computer
Optional module - Maxon Computer
Optional module - Maxon Computer
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CINEMA 4D R11 Quickstart – MOCCA<br />
7. Quick Tutorial – Muscles<br />
Welcome to Muscles, the personal fitness training program for your CINEMA 4D characters. If your character has<br />
been hanging around idly because it hasn’t been animated for so long, now it’s time to give it some muscles.<br />
With MOCCA V3, you can take character animation to the next level with virtual muscles that flex beneath the<br />
skin.<br />
You need the following for a basic muscles setup: a Muscle object that is “pinned” between two joints, and a<br />
Muscle deformer that is a child of the polygon object the muscles should affect.<br />
Let’s start with a scene that shows you muscles in action. Open the file “QS_Muscles_Final.c4d”. The muscle<br />
deforms the geometry to simulate realistic muscle movement. For a further example of muscles at play, open<br />
the file “QS_Muscles_Final_Joints.c4d”.<br />
Once you have finished taking a look at the examples, open the file “QS_Muscles_Start.c4d”. This is our starting<br />
point. It’s time to add some muscle.<br />
Create a Muscle object (main menu/Character/Muscle Object). In the Attribute Manager, on the Fixings tab,<br />
you’ll find two empty fields under “Pins”. Drag “Joint.1” from the Object Manager into the top field and drag<br />
“Joint.2” into the bottom field.<br />
You can see the result immediately in the editor. We’ve told the muscle where it should start and end, but the<br />
default offset of 200 for the second pin’s Z-axis makes the muscle jut out so that it’s not between the two joints<br />
as we’d like it to be. Set the value from 200 down to 10.<br />
The muscle now lies exactly between the two points, but why the offset of 10? This parameter is extremely<br />
important for the muscles to work correctly. To see why it’s necessary, open the file “QS_Muscles_Comparison.<br />
c4d”. In the bottom example, you can see that pin number 2 (the end of the muscle) is exactly on “Joint.2”. This<br />
prevents the muscle from being able to contract when the arm bends. In the top example, pin number 2 is away<br />
from “Joint.2” and this allows the muscle to contract and bulge as the arm bends. Select the “QS_Muscles_Start.<br />
c4d “ file from the Window menu.<br />
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