Technology Review has an article detailing the use of muscle-based animation and it's future role of more realistic movement and appearance. "A more accurate method, Zhang says, is to build a character's muscles first and then add the skin on top of them. It's more natural looking, he says, but it requires detailed knowledge of anatomy, and it's counterintuitive for an artist who has the external appearance of a character in mind. For those reasons, he says, the muscle-based approach has been mostly an academic curiosity."
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We actually sell an advanced muscle system at cgcharacter.com
Not only does it simulate skin expanding to fit underlying muscles, it also simulates the skin sliding over the muscles.
Also - any artist worth their salt knows where the major muscle groups are ;)