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.