class ExpressionNS::limitedMuscle

Limited muscles were a solution to the problem of not using a physical model of the face.

Inheritance:


Public Fields

[more]std::vector<int> taglist
list of points effected by muscle
[more]Vertex* skin
location of point on skin the muscle pulls at
[more]Vertex* bone
location of point on bone the muscle pulls towards
[more]float zone
zone of influence (angle)
[more]float fs
distance to start of contraction
[more]float fe
distance to end of contraction
[more]float clampv
scaling value
[more]float xfactor
scaling for x

Public Methods

[more] limitedMuscle ( char* name, Vertex ihead, Vertex itail, float ifs, float ife, float izone, float iclampv, float pathlen, float ixfactor, ExpMeshAdapter* bob)
[more]void ActivateMuscle ( const float val)
[more]void PrintData ()
[more]void Draw (bool selected)


Inherited from Muscle:

Public Fields

oExpMeshAdapter* mesh
ostd::string name


Documentation

Limited muscles were a solution to the problem of not using a physical model of the face. If a standard linear muscle was used for the upper lip behavior the lower lip would be deformed as well. The limited muscle adds a path traversal algorithm to inside/outside test.It also has an addtional x falloff value and should probably only be used for the mouth area.

At initialization time the animation system will do the following: Find the closest vertex to the root of the muscle. Walk through the mesh and add verts within check path lengths, this is akin to the Soft selection - edge distance option in 3dsmax. Discard points on paths greater then the length of the path length. Be aware that this constrains the area around the mouth slightly. It should be symmetrical preferably with the edges oriented away from the muscle. I will happily take suggestions as to how this could be improved.
ostd::vector<int> taglist
list of points effected by muscle

oVertex* skin
location of point on skin the muscle pulls at

oVertex* bone
location of point on bone the muscle pulls towards

ofloat zone
zone of influence (angle)

ofloat fs
distance to start of contraction

ofloat fe
distance to end of contraction

ofloat clampv
scaling value

ofloat xfactor
scaling for x

o limitedMuscle( char* name, Vertex ihead, Vertex itail, float ifs, float ife, float izone, float iclampv, float pathlen, float ixfactor, ExpMeshAdapter* bob)

ovoid ActivateMuscle( const float val)

ovoid PrintData()

ovoid Draw(bool selected)


This class has no child classes.

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