Muscle
肌肉
Basic 基础Coord.Object 对象Dynamics 动力学Falloff 女名女子名Muscle
肌肉
The muscle system is based on actual muscle objects that you can shape based on their length and then add a
Deformer MSkin
Joint
Skin
肌肉系统是基于实际的肌肉对象,你可以根据他们的长度塑造,然后添加一个变形者皮肤,这将影响你的性格的几何形状。逻辑是相同的连接之间的关节和皮肤,两者的组合变形的几何对象。它给你更多的控制什么肌肉对象应该变形。
Muscles can slide under the mesh and push it, as before, but can also pull it to take into account loss of volume (particularly useful when the muscle is stretched). Additionally, muscles can now have dynamics applied to them (no collisions, though), so they can react to gravity, motion and emulate their mass better.
肌肉可以像以前一样在网格下滑动并推动它,但是也可以考虑到体积的减少(当肌肉拉伸时特别有用)。此外,肌肉现在可以有动力应用到他们(没有碰撞,虽然) ,所以他们可以反应的重力,运动和模拟他们的质量更好。
These muscle objects can be anchored to other objects, joints or whatever you want so they can be stretched and squeezed the way you need them to.
这些肌肉物体可以固定在其他物体、关节或任何你想要的东西上,这样它们就可以按照你需要的方式被拉伸和挤压。

Adding muscles to your character is fairly straightforward:
为你的角色增加肌肉是相当简单的:
- add a 加一个Muscle 肌肉 object and an 对象和一个MSkin 男名男子名 object 对象
- place the Muscle object anywhere in your hierarchy, but make sure 将 Muscle 对象放在层次结构中的任何位置,但要确保MSkin 男名男子名 is placed below any 放置在任何Skin 皮肤 object(so that muscles deformations can be calculated after the joints deformations) 目标(使肌肉变形可以计算后,关节变形)
- position the anchors of the muscles 定位肌肉的锚点
- link each anchor to a joint or object (for example, thigh muscle anchors linked to the leg and shin joints) 将每个锚固点连接到一个关节或物体上(例如,连接到小腿和胫骨关节的大腿肌肉锚固点)
- set the rest length 设定静止长度
That's it. From there, you can start creating your different muscle shapes for each state (or let the Muscle object calculate the volumes automatically) and adjust various settings if you want more control or dynamic behavior.
就是这样。从那里,你可以开始为每个状态创建不同的肌肉形状(或让肌肉对象自动计算体积) ,并调整各种设置,如果你想要更多的控制或动态行为。
The Muscle objects themselves can be rendered, so make sure you hide them if you don't need to see them in your final render.
肌肉对象本身是可以渲染的,所以如果你不需要在最终渲染中看到它们,请确保你隐藏了它们。
Tip: 提示:You can precisely set the amount of influence muscles will have on your a mesh by adding each muscle object to a Weight tag applied to the mesh and painting their influence using the Weight Tool, much like how you would paint influences of joints. 你可以精确设置肌肉对网格的影响量,方法是将每个肌肉对象添加到加在网格上的重量标记中,并使用重量工具绘制它们的影响,就像你如何绘制关节的影响一样
This is a great way to refine the way your muscles affect your mesh.
这是一个很好的方式来完善你的肌肉影响你的网格。
Keep in mind that muscle objects need their own Weight tag, and not be mixed with joints or other objects, otherwise their influence will be normalized, instead of added on top of existing weights.
请记住,肌肉的物体需要它们自己的重量标签,而不是与关节或其他物体混合,否则它们的影响将被正常化,而不是在现有的重量之上添加。