EDIT: I've decided to expand my question to include other possible methods of muscle deformation. I've heard from somewhere that CAT Muscles can be used with UDK characters, but my attempts to do this myself don't work 100% (possibly due to "non-orthogonal" distortion). The deformation happens, but it seems to be misplaced (almost like the muscle is being moved downwards during export).
~~~~~Original Post
I'm attempting to rig a character for UDK, and i'm having a lot of trouble finding any information on how to get convincing muscle deformation.
My character uses a custom CATRig, and I need for him to have realistic muscle deformation in various parts of his body. I've already attempted to use 3DS Max's own muscle system, only to discover (after exporting it as an .fbx) that UDK does not support this (every segment of the body rigged to the muscles became incredibly glitchy and sunken in). After removing the muscles, I then attempted to use a Skin Morph as I have seen various people on the internet recommend this (without ever saying how to do it). Unfortunately this too doesn't work; the rig works fine, but the morphs have no effect on the model within UDK even if I bake the animation on export (.fbx). I even tried putting the Skin Morph modifier under the Skin modifier (as the .fbx exporter doesn't seem to like anything on top of the skin modifier), but that still didn't work.
So could someone please tell me the recommended way on including muscle deformation with my character? The only reference I can find to such a thing in the official UDK documentation is a brief mention that morphs could possibly be used for muscle deformation amongst other things.



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