Hello Blender developers, About 6 months ago, I implemented native muscle rigging in Blender for a class project at my university. Although it's not production ready, I figured that my code and design could help guide the decision to add muscle rigging to Blender.
At a high level, used the algorithm described here: http://cg.skeelogy.com/research/simplified-muscle-dynamics.php . I found the link to the paper in the GSOC 2013 ideas document. In terms of code modifications, I created a new DNA data structure called Muscle, and created some operators for creating muscles and attaching them to Bones. Integration with WeightPaint/Pose mode was also implemented. My final report (for the class) can be found here: http://zdrach.com/New%20Projects/01%20Muscle%20Rigging/files/report.pdf And the diff can be found here: http://zdrach.com/New%20Projects/01%20Muscle%20Rigging/files/diff.txt The design looks like it should work. The main blockers for implementation are 1) development resources (probably a couple hundred man hours) and 2) code complexity (eg. maybe it's worth cleaning up some of the armature code before adding muscles). If muscle rigging becomes a development priority, hopefully these resources should help out. (Maybe these files can be put on the ideas wiki page?) Thanks, Zack Drach _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
