Using Muscles

The Muscle deformer creates muscle-like expansion, contraction and shaking.

  1. We select a mesh item.
    Here, we created a primitive [Cylinder] and selected it.
  2. We click [Muscle] in the Main Palette.
  3. We finished applying the muscle.
    Muscle controllers (Bezier node items) were added. We can deform the mesh by moving those muscle controllers.

    Please use [Cache Jiggles] if you use Jiggles.
    It is necessary to disable Modo's [Play Real Time] to correctly check Jiggle deformations with the [Play] button. Alternatively, you can use [Preview GL].

    To disable [Play Real Time]: Go to the menu bar -> Animation -> Settings -> Uncheck [Play Real Time].

    When [Play Real Time] is ON, the computation of some frames will be skipped if the playing speed drops. Since Jiggles are computed iteratively by adding a deformation to the state of the previous frame, you won't get accurate deformation results if some frames are skipped.


    You can check the P_MuscleEffector that was applied to the mesh by clicking the "+" icon in the Items list.

    You can check that the "Muscle Folder" and [General Influence] were added in the Deformers Viewport.
    By changing the [Type] of the [General Influence] from [Entire Mesh] to [Weight Map], you can specify the positions of the deformations on mesh items.


    When clicking [Muscle], if the mesh item has another item as a parent, [Parent Compensation] is set to ON.
    If you change the parent-child relationship of the mesh item after applying Muscle, please link the new parent item's [wposMatrix], [wrotMatrix] and [wsclMatrix] to [ParentPosition], [ParentRotation] and [ParentScale] respectively.

Tutorials

About CharacterBox

Videos

PSOFT CharacterBox
PSOFT YouTube Channel

  1. Introduction to the "CharacterBox" MODO Plugin (Live video broadcast March 3, 2017. In Japanese.)
  2. Character Rig Creation
  3. Rig Functionality
  4. Copy and Paste
  5. Muscles
  6. Weight Meshes
  7. Combination With MODO's Standard Functionality
  8. Exporting to FBX Format
  9. New product sneak preview
  10. Symmentry Items Selection
  11. Soft IK Strength
  12. Sync To Goal Rotation
  13. Support for Scaling Rigs
  14. Mirror Weight Tool
  15. Symmetric Editing Tool
  16. New Standalone icense Tool
  17. Muscles Support Locators
  18. Copy Skelton Size
  19. Symmetry Tags
  20. Relocate SPIK Controllers
  21. Support for Action Layers

CharacterBox Tutorials
Creator: Artist - Matt Meersbergen

  1. Biped Rigging Introduction
  2. Biped Rigging Introduction
  3. Character Mesh Prep
  4. Hips, Leg and Feet IK/FK setup
  5. Spine, Arms and Fingers setup
  6. Episode 6 Face Rig
  7. Episode 7 Binding Mesh
  8. Eye Controls
  9. Actors, Actions, Poses explained
  10. Snake - Basic Rig setup
  11. Speed Test
Modo and Character Box and Cloud rendering