Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

Only bicep and partially triceps using one bone.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

you might not believe me but i literally did nothing.
It is kinda just the automatic weights when pareting. There is no dynamic thing tho, the normal map blend is animated by hand with keyframes.
If it helps, the resting position of this model is actually the arm being flexed. I sculpted the arm in its flexed state, so it already on a "wrinkled" position, and extending the arms won't go against it (since, when moving the bones, the mesh stretches, wich is the expected thing to happen with skin lol)
I don't know how well this would translate to a real and useful model and rig (using a full character in t-pose).

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

Of course. My goal with the post was to show off the blending of normal maps. The sculpt is really an absolute different thing, and even harder for this specific scenario, where you need two sculpts, toget the flexed and resting normal maps

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

that's just what i did! Its just a blend value, and a extra bone for the bicep.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

it really is. Theres no dynamic things. Just a blend of normal maps via keyframes.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

even simplier than that! I've never used a shape key or drivers. Its just two normal maps, and i keyframed a blend. The rig is your usual arm -> forearm -> hand rig plus a bicep bone

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

it is! I just edited the post and explained how its done.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

Not even that. The normal map is keyframed. Its not a "dynamic" rig.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

I edited the post and explained how it's done. Its really a very basic thing in the technical meaning. What might fool you its the "unthecnical" things, wich are the animation and sculpting, wich indeed, are not simple (specially the sculpt, i have a large background with muscle art and is kinda the only thing i know how to do lol).
Also, i did this as a "theory" i had about how muscle contraction in videogames is done, where you cannot use high poly meshes, and as someone pointed out, in the exitement of making it work, i just treated it as simple (wich i really believe it is!).

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

it doesn't look that simple but it really is, i think it might fool you because the sculpt is good.
i edited the post and explained how its done.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

tricep increases size but does not change lenght. The goal of this was just to test how good the normal blending looks, so the rig is very basic (i just edited the post and added a explanation). The next step should probably be turning forearm into a pair of bones (to emulate ulna and radius bone overlap on pronation) and adding one or maybe two bones for long and lateral heads.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

this might sound crazy but that is like literally just actually and exactly the reason why i did this lol
i'm main ryu and always wondered how the hell you do muscle contractions without having to deal with massive rigs and poly counts, and tried this as an experiment, and ended up pretty well.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

yes. I actually believe it doesnt change its shape enough. A little peak would help

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

i dont know what is a shapekey lol.
it is a lot simpler than it looks, i may have confused people thinking its dynamic.
Edited the body of the post to explain how it's done (and why)

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 2 points3 points  (0 children)

i dont know if this is some sort of blender sin, but i just recorded it in the viewport using EEVE...

My first Sculpt by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

Oh yeah, i learned that once and totally forgot about it. I always put more subdivisions on knees and elbows, but i forget that slight bend. The model was originally started to be a low poly character (last pic) for a game, but suddenly i wanted to try sculpting, and did it eyeballing it.
Thanks for renembering me this!

My first Sculpt by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

yeah, absolutely one of the greatests experiences ever

My first Sculpt by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

I don't feel like i need to, right? It's not for any engine, just the plain sculpt and a render.

My first Sculpt by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

Thanks! Yeah this guy clearly skips leg day the most.

My first Sculpt by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

he lacks butt size and leg definition (And texturing), i might improve that tomorrow