Human Progress

it can be either in the armature object or in a bone properties (for example a bone named rig settings or just use the root bone) yes in the N panel, or properties editor

you can use AI if you struggle with complex driver offset expressions…
for example in your expression example you could use var / 0.40 (that’s 40 cm max in metric units) that maps the driver value from 0 to 1.0

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@Undercrasher There’s no interior mouth detail, and teeth/gums are separate objects so they can be hidden or used/worked on independently of the body.

@Robin_Gunningham I forget how I set up the IK/FK switch exactly, but I think it was relatively straightforward. The driver on the influence of the Forearm.L bone’s IK constraint is of the Averaged Value, Single Property type (no scripted expression), and the Path field has pose.bones["Arm IK FK.L"].location[1] in it. Not sure if that’s of any help.

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Thanks, I figured it out. I needed to use Single Property instead of Transform Channel

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that’s soo cool. we need a tutorial

I’d recommend to upload 60 fps footage, since that “cinematic 24” makes these otherwise excellent close ups very stuttery and hard to watch, at least for myself.

Hey Chris! I own the advanced rig and current textures. Ridiculously amazing product. Any chance of a brief update on this incredible project? What is next for it? It isn’t abandoned, is it? Please tell me it isn’t, haha. This is by far the best thing available.

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Thanks! No not abandoned, just on hiatus - although I’ve recently been having another crack at turning it into an écorché, since I finally upgraded my old wonky Wacom.

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Epic! Good news. Thank you for the response. Can’t wait to see what’s next.

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That is fantastic to hear! Your work has been a gigantic inspiration for me and I’ve learned a ton analyzing it

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related to the shrinkwrap topic: Back in 2021 someone “developed” a “Mushy” operator for Blender, similar to the mush operator Maya had. I don’t know if anyone remembers that? Might be helpful for additional setups in flexing.

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Interesting! How exactly does Delta Mush differ from Corrective Smooth?

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Link of the tool?

I read the white paper back in 2018, I don’t remember all that well, but basically, it “eases” in angles, and the remaining (distance computation) to its general volume is then distributed.
The sharper the angle, the more it distributes “back to its volume”.
Hence, the appearance of push-and-volume conservation.

this? https://xeofrios.gumroad.com/l/squish

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Yeah, I think that’s the author. I need to check on my 2022 bookmarks.
I’ll report once I find it.

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Wasn’t aware xeofrios’ squish Geonode setup is based on a paper. It’s mainly created to avoid intersections and pushes intersecting geometry outward. And can make use of the simulation zone to get more accurate results. But I thought Delta Mush is like Corrective Smooth and tries to preserve the original shape pre-deformation while also using laplacian smoothing

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Hi Chris! This is one of the most impressive hand rigs I’ve ever seen. I’ve been following this thread and your later replies helped me understand a lot about the tendon setup.

I understand that the tendons are ordinary meshes weighted to the finger bones, with helper bones using Damped Track, plus Shrinkwrap and Smooth modifiers.

The only part I’m still curious about is how the sliding motion is created. How are the driven bones and floating target bones set up so they drift over the metacarpals as the fingers bend? Are they driven with constraints, drivers, or a combination of both?

Even a simple explanation of the rig hierarchy would be incredibly helpful. Thanks again for sharing your knowledge

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For each finger there is a long helper bone adjacent to the metacarpal which pivots at the wrist and uses Damped Track to point at a target bone near the knuckle. The target bone is driven by the finger rotation, moving it up and down to keep the tendon aligned with the top of the knuckle. There’s one with a similar configuration at the proximal phalanx to direct the tendon towards its insertion.

There’s also a helper that rotates at the metacarpophalangeal joint and one that pulls the tendon towards it, both of which work to bend the tendon around the knuckle; and there are a couple more to yank certain tendons sideways as necessary. These are all driven by the X rotation of the fingers.

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It’s incredible! The level of realism of that skin is mind-blowing. :exploding_head:

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Hi Chris! Thank you again for all the details you’ve shared—they’ve been incredibly helpful. I now understand the helper bones, Damped Track setup, and how the tendon meshes are driven.

The only thing I’m still trying to understand is the visible tendon bulge on the hand. Is the hand mesh itself being deformed by the tendon meshes in some way (for example, Shrinkwrap, Mesh Deform, Surface Deform, Geometry Nodes, or another modifier), or is the bulge simply created by the tendon meshes sitting just beneath the skin?