AdnMuscle

AdnMuscle is a Houdini SOP for fast, robust, and easy-to-configure volumetric muscle simulation for digital assets. Thanks to the combination of internal (structural) and external (attachment and slide) constraints, this SOP can produce dynamics that allow the mesh to acquire realistic muscle-like behavior, including volume preservation, fiber activation to modulate rigidity, and attachment properties that allow the muscle to follow the global kinematics of the character through external objects.

The influence of these constraints on the simulated mesh can be freely modified by painting the available maps or by uniformly adjusting their influence using multipliers in the SOP parameters. In addition to maps and multipliers, there are many other parameters available to control the muscle’s dynamics and behavior, offering a wide range of configuration options.

How To Use

The AdnMuscle SOP is very simple to apply to geometry and set up in a Houdini scene. It works by connecting the geometry to be simulated to the single input of the SOP. Then, attachment objects are added in the Targets tab, and maps are painted to make the simulated geometry follow those objects. This introduces a significant portion of the solver’s dynamics. Additionally, there are several intuitive, easy-to-set parameters and other paintable maps that allow further tweaking of the simulation to achieve the desired results.

An AdnMuscle setup requires the following inputs:

  • Targets (T): A list of objects with which the simulated muscle will interact. Targets can be nodes to define attachment points via their transformation matrix (e.g., rig joints, null nodes, etc.) or geometries to define those attachment points via closest point queries on their surface (e.g., bones or other muscles). Providing a list of targets is optional; however, targets are required to enable attachment and sliding behaviors on the muscle. One or multiple targets are supported. Refer to the Targets Section for more information.
  • Muscle Geometry (M): The mesh to which the AdnMuscle SOP will be applied.

To create an AdnMuscle, follow these steps:

  1. Go to the geometry context of the rig containing the muscle geometries and ensure that the muscle is a single geometry piece.
  2. Press TAB and navigate to the submenu AdonisFX > Solvers to find the AdnMuscle Muscle button SOP type.
  3. Create it and connect the geometry to the input.
  4. Go to the Targets tab in the AdnMuscle parameters, add a new entry to Targets to add a geometry target (e.g., the mummy).
  5. Provide the object path of the target geometry in Target World Mesh.
  6. The AdnMuscle is now ready to simulate using the default settings. Refer to the next section to customize its configuration.

Attributes

Solver Attributes

Name Type Default Animatable Description
Enable Boolean True Flag to enable or disable the SOP computation.
Substeps Integer 1 Number of steps that the solver will execute per simulation frame. Greater values mean greater computational cost. Has a range of [1, 10]. The upper limit is soft, higher values can be used.
Iterations Integer 10 Number of iterations that the solver will execute per simulation step. Greater values mean greater computational cost. Has a range of [1, 10]. The upper limit is soft, higher values can be used.
Material Enumerator Muscle Solver stiffness presets per material. The materials are listed from lowest to highest stiffness. There are 8 different presets: Fat: 103, Muscle: 5e3, Rubber: 106, Tendon: 5e7, Leather: 108, Wood: 6e9, Skin: 12e3.
Stiffness Multiplier Float 1.0 Multiplier factor to scale up or down the material stiffness. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Activation Float 0.0 Current activation of the deformed muscle. The activation modifies the stiffness of the muscle depending on the fibers direction of the muscle. Has a range of [0.0, 1.0]. To ingest activations driven by multiple sensors into the muscle, refer to the AdnActivation page.
Rest Activation Float 0.0 Value representing the amount of rest activation to apply to the muscle. Has a range of [0.0, 1.0].
Volume Preservation Float 1.0 The amount of volume to preserve the current simulated muscle. Has a range of [0.0, 1.0]. The upper limit is soft, higher values can be used.
Volume Activation Ratio Float 1.0 Controls the activation-dependent volume change of the muscle. For example, with a value of 1.2, the muscle will gain 20% of volume when the activation is maximum. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Volume Ratio Float 1.0 Controls the volume change of the muscle, independent of activation. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.

Time Attributes

Name Type Default Animatable Description
Preroll Start Time Time Current frame Sets the frame at which the preroll begins. The preroll ends at Start Time.
Start Time Time Current frame Determines the frame at which the simulation starts.

Scale Attributes

Name Type Default Animatable Description
Time Scale Float 1.0 Sets the scaling factor applied to the simulation time step. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Space Scale Float 1.0 Sets the scaling factor applied to the masses and/or the forces (e.g. gravity). AdonisFX interprets the scene units in centimeters. If modeling your creature you apply a scaling factor for whatever reason (e.g. to avoid precision issues in Houdini), you will have to adjust for this scaling factor using this attribute. If your character is supposed to be 170 units tall, but you prefer to model it to be 17 units tall, then you will need to set the space scale to a value of 10. This will ensure that your 17 units creature will simulate as if it was 170 units tall. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Space Scale Mode Enumerator Masses + Forces Determines if the spatial scaling affects the masses, the forces, or both. The available options are:
  • Masses: The Space Scale only affects masses.
  • Forces: The Space Scale only affects forces.
  • Masses + Forces: The Space Scale affects masses and forces.

Gravity

Name Type Default Animatable Description
Gravity Float 0.0 Sets the magnitude of the gravity acceleration in m/s2. The value is internally converted to cm/s2. Has a range of [0.0, 100.0]. The upper limit is soft, higher values can be used.
Gravity Direction Float3 {0.0, -1.0, 0.0} Sets the direction of the gravity acceleration. Vectors introduced do not need to be normalized, but they will get normalized internally.

Activation Layers

Name Type Default Animatable Description
Solver Activation Float 0.0 Shows the global activation value currently used by the solver. This global activation is the result of applying all the activation layers configured in the activation and activation list attributes.
Activation List List Empty List of activation layers where each item is a multiparam of three elements: bypass operator, value and operator.
Activation List Bypass Operator Boolean True If enabled, it bypasses the current operator in the activation list, which will not contribute to the final activation value.
Activation List Value Float 0.0 Activation value that will contribute, given the operator type, to the final activation.
Activation List Operator Enumerator Add Operator used to contribute to the final activation. This can be: Over, Add, Sub, Mult, Divide.

Advanced Settings

Initialization Settings

Name Type Default Animatable Description
Fiber Lengths At Start Time Boolean True Flag that forces the fiber constraints to reinitialize the rest length at start time. This attribute has effect only if preroll start time is lower than start time.
Shape Preservation At Start Time Boolean False Flag that forces the shape preservation constraints to reinitialize at start time. This attribute has effect only if preroll start time is lower than start time.
External Constraints At Start Time Boolean True Flag that forces the external constraints (attachments to transform, attachments to geometry, slide on segment and slide on geometry) to reinitialize at start time. This attribute has effect only if preroll start time is lower than start time.

Stiffness Settings

Name Type Default Animatable Description
Use Custom Stiffness Boolean False Toggles the use of a custom stiffness value. If custom stiffness is used, Material and Stiffness Multiplier will be disabled and Stiffness will be used instead.
Stiffness Float 105 Sets the custom stiffness value. Its value must be greater than 0.0.

Override Constraint Stiffness

Name Type Default Animatable Description
Solver Stiffness Float 0.0 Shows the global stiffness value currently used by the solver.
Attachments To Geometry Float -1.0 Sets the stiffness override value for attachment to geometry constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
Attachments To Transform Float -1.0 Sets the stiffness override value for attachment to transform constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
Fiber Constraints Float -1.0 Sets the stiffness override value for fiber constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
Shape Preservation Float -1.0 Sets the stiffness override value for shape preservation constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
Slide On Geometry Float -1.0 Sets the stiffness override value for slide on geometry constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
Slide On Segment Float -1.0 Sets the stiffness override value for slide on segment constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
Volume Constraints Float -1.0 Sets the stiffness override value for volume constraints. If the value is less than 0.0, the global stiffness will be used. Otherwise, this custom stiffness will override the global stiffness. Has a range of [0.0, 1012]. The upper limit is soft, higher values can be used.
NOTE

Providing a stiffness override value of 0.0 will disable the computation of that constraint.

Mass Properties

Name Type Default Animatable Description
Point Mass Mode Enumerator By Density Defines how masses should be used in the solver.
  • By Density allows to estimate the mass value by multiplying Density * Volume.
  • By Uniform Value allows to set a uniform mass value.
Density Float 1060.0 Sets the density value in kg/m3 to be able to estimate mass values with By Density mode. The value is internally converted to g/cm3. Has a range of [0.001, 106]. Lower and upper limits are soft, lower and higher values can be used.
Global Mass Multiplier Float 1.0 Sets the scaling factor applied to the mass of every point. Has a range of [0.001, 10.0]. Lower and upper limits are soft, lower and higher values can be used.

Rest Shapes Attributes

Name Type Default Animatable Description
Rest Shape Weight Float 0.0 Defines the influence of the given rest shape to the final shape of the muscle. Has a range of [0.0, 1.0]. A value of 0.0 makes the solver ignore the rest shape. A value of 1.0 makes the solver refresh the data of fibers, shape preservation and volume constraints at each frame to align with the rest shape. A value between 0.0 and 1.0 applies an interpolation between the original constraints data (0.0) and the rest shape constraints data (1.0). Note that this parameter is ignored if there is no rest shape connected to the solver.
Rest Shape Mesh String Object path of the geometry to drive the goal shape of the muscle during simulation. This geometry is used to refresh the data of the fibers, shape preservation and volume constraints at each frame.

Dynamic Properties

Name Type Default Animatable Description
Triangulate Mesh Boolean True Use the internally triangulated mesh to build constraints.
Global Damping Multiplier Float 0.75 Sets the scaling factor applied to the global damping of every point. Has a range of [0.0, 1.0]. The upper limit is soft, higher values can be used.
Inertia Damper Float 0.0 Sets the linear damping applied to the dynamics of every point. Has a range of [0.0, 1.0]. The upper limit is soft, higher values can be used.
Rest Length Multiplier Float 1.0 Sets the scaling factor applied to the edge lengths at rest. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Max Sliding Distance Float 0.0 Determines the size of the sliding area. It corresponds to the maximum distance to the closest point on the target mesh computed on initialization. The higher this value is, the higher quality and the lower performance. If the value provided is considered too high for a given target mesh, a warning will be displayed to the user. Has a range of [0.0, 10.0]. The upper limit is soft, higher values can be used.
Compression Multiplier Float 1.0 Sets the scaling factor applied to the compression resistance of every point. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Stretching Multiplier Float 1.0 Sets the scaling factor applied to the stretching resistance of every point. Has a range of [0.0, 2.0]. The upper limit is soft, higher values can be used.
Anisotropy Float 0.0 Sets the anisotropic behavior of the fibers: 0 fully isotropic material, 1 fully anisotropic material. Has a range of [0.0, 1.0].
Anisotropy Ratio Float 9.0 Sets the ratio of anisotropy of the muscle fibers to lower the stiffness on edges not aligned with the fibers flow: the higher this value is, the lower the stiffness of the orthogonal edges when the muscle is anisotropic. Has a range of [1.0, 50.0]. The upper limit is soft, higher values can be used.
Attenuation Matrix String Object path of the node to extract the transformation matrix from to compute the velocity attenuation.
Attenuation Velocity Factor Float 1.0 Sets the weight of the attenuation applied to the velocities of the simulated vertices driven by the Attenuation Matrix. Has a range of [0.0, 1.0]. The upper limit is soft, higher values can be used.
Substeps Interp. Exp. Float 1.0 Sets the exponential factor to weight the interpolation at each substep. Has a range of [0.0, 1.0]. The upper limit is soft, higher values can be used. A value of 0.0 disables the interpolation: input geometry targets and attenuation matrix are not interpolated. A value of 1.0 applies linear interpolation (input geometry targets and attenuation matrix) between previous and current frame based on a linear weight, i.e. weight = substep / num_substeps. A value between 0.0 and 1.0 applies exponential interpolation (input geometry targets and attenuation matrix) between previous and current frame based on an exponential weight, i.e. weight = (substep / num_substeps) ^ exponent.
Hard Attachments Boolean False If enabled, attachment constraints will force the vertices to stick to the target transformation completely.
Sliding Constraints Mode Enumerator Quality Defines the mode of execution for the slide on geometry constraints.
  • Quality is more accurate, recommended for final results.
  • Fast provides higher performance, recommended for preview.

Deformer Attributes

Name Type Default Animatable Description
Envelope Float 1.0 Specifies the deformation scale factor. Has a range of [0.0, 1.0]. The upper and lower limits are soft, values can be set in a range of [-2.0, 2.0]

Targets Attributes

Name Type Default Animatable Description
Targets List 0 List of geometry targets used for setting up attachment to geometry and slide on geometry constraints. Each item is a multiparam of three elements: target world mesh, attachment to geometry attribute and slide on geometry attribute.
Target World Mesh String Object path of the mesh used for setting up attachment to geometry and slide on geometry constraints.
Attachments To Geometry Attribute float 0.0 Specifies the name of the per-point attribute to read the attachment to geo weight values from. The expected attribute name is adnAttachmentToGeoConstraints#. The expected range of the per-point values is [0.0, 1.0].
Slide On Geometry Attribute float 0.0 Specifies the name of the per-point attribute to read the slide on geo weight values from. The expected attribute name is adnSlideOnGeometryConstraints#. The expected range of the per-point values is [0.0, 1.0].
Attachments To Transform List 0 List of objects used for setting up attachment to transform constraints. Each item is a multiparam of two elements: attachment matrix and attachment attribute.
Attachment Matrix String Object path of the node used for setting up attachment to transform constraints.
Attachment Attribute float 0.0 Specifies the name of the per-point attribute to read the attachment weight values from. The expected attribute name is adnAttachmentConstraints#. The expected range of the per-point values is [0.0, 1.0].
Slide On Segments List 0 List of pair of objects used for setting up slide on segment constraints.
Slide On Segment Root Matrix String Defines the path to the root transformation matrix to drive the slide on segment constraint. The path can be relative or absolute.
Slide On Segment Tip Matrix String Defines the path to the tip transformation matrix to drive the slide on segment constraint. The path can be relative or absolute.
Slide On Segment Attribute float 0.0 Specifies the name of the per-point attribute to read the slide on segment weight values from. The expected attribute name is adnSlideOnSegmentConstraints#. The expected range of the per-point values is [0.0, 1.0].
NOTE
  • All maps parameters are disabled in each entry added to these multiparams because the attribute names are fixed to drive specific functionalities of the solver.
  • Fixed point attribute names also ensure compatibility with the API.
  • To copy the map names of the disabled attributes for painting (using an attribute paint node) right click on the disabled map attribute parameter, press "Copy Parameter", select the attribute paint node and on the attribute name entry right click and press "Paste Values". This allows to easily copy the attribute name for painting.
  • If a point attribute on the geostream does not match the naming convention exposed in the node, use an "Attribute Rename" node to rename the attribute to match the expected naming convention.

Maps

Name Type Default Animatable Description
Compression Resistance Attribute float 1.0 Specifies the name of the per-point attribute to read the compression resistance values from. The expected attribute name is adnCompressionResistance. The expected range of the per-point values is [0.0, 1.0].
Fibers Attribute Vec3 {0.0, 0.0, 0.0} Specifies the name of the per-point attribute to read the fiber values from. The expected attribute name is adnFibers. The expected range of the per-component per-point values is [0.0, 1.0].
Fibers Multiplier Attribute float 1.0 Specifies the name of the per-point attribute to read the fibers multiplier values from. The expected attribute name is adnFibersMultiplier. The expected range of the per-point values is [0.0, 1.0].
Global Damping Attribute float 1.0 Specifies the name of the per-point attribute to read the global damping from. The expected attribute name is adnGlobalDamping. The expected range of the per-point values is [0.0, 1.0].
Mass Attribute float 1.0 Specifies the name of the per-point attribute to read the mass values from. The expected attribute name is adnMass. The expected range of the per-point values is [0.001, 1.0].
Shape Preservation Attribute float 1.0 Specifies the name of the per-point attribute to read the shape preservation values from. The expected attribute name is adnShapePreservation. The expected range of the per-point values is [0.0, 1.0].
Max Sliding Distance Multiplier Attribute float 1.0 Specifies the name of the per-point attribute to read the maximum sliding distance multiplier from. The expected attribute name is adnMaxSlidingDistanceMultiplier. The expected range of the per-point values is [0.0, 1.0].
Stretching Resistance Attribute float 1.0 Specifies the name of the per-point attribute to read the stretching resistance values from. The expected attribute name is adnStretchingResistance. The expected range of the per-point values is [0.0, 1.0].
Tendons Attribute float 0.0 Specifies the name of the per-point attribute to read the tendon values from. The expected attribute name is adnTendons. The expected range of the per-point values is [0.0, 1.0].
Maps Remap Mode Enumerator Squared Defines the mode of remapping the painted values of attachments to geometry, slide on geometry, attachments to transform, slide on segment and shape preservation constraints. The other paintable maps remain unmodified. Each remap mode applies a function to the input painted values (x) to get the final value used for the simulation (y).
  • Linear: y = x
  • Squared: y = x^2
  • Cubic: y = x^3
  • Square Root: y = x^(1/2)
  • Cube Root: y = x^(1/3)
  • Logarithmic: y = log((exp(1) - 1) * x + 1)
NOTE
  • All maps parameters are disabled in the Maps tab because the attribute names are fixed to drive specific functionalities of the solver.
  • Fixed point attribute names also ensure compatibility with the API.
  • To copy the map names of the disabled attributes for painting (using an attribute paint node) right click on the disabled map attribute parameter, press "Copy Parameter", select the attribute paint node and on the attribute name entry right click and press "Paste Values". This allows to easily copy the attribute name for painting.
  • The Make Paintable utility provided in the AdonisFX menu > Utils, can be used to create the attribpaint node and automatically populate the entries with the map names of the AdnMuscle SOP.
  • If a point attribute on the geostream does not match the naming convention exposed in the node, use an "Attribute Rename" node to rename the attribute to match the expected naming convention.

Debug Attributes

Name Type Default Animatable Description
Debug Boolean False Enable or Disable the debug functionalities in the viewport for the AdnMuscle deformer.
Feature Enumerator Muscle Fibers A list of debuggable features for this deformer.
  • Attachments To Geometry: Draw Attachment To Geometry Constraints connections from the simulated mesh to the geometry targets.
  • Attachments To Transform: Draw Attachment To Transform Constraints connections from the simulated mesh to the transform targets.
  • Fiber Constraints: Draw Fiber Constraint connections representing the constrained pair of vertices in the simulated mesh.
  • Muscle Fibers: Draw Muscle Fibers fiber directions on the simulated mesh's surface. When the muscle is activated the color of the fibers will change according to the Activation Color.
  • Shape Preservation: Draw Shape Preservation connections between the vertices adjacent to the vertices with this constraint.
  • Slide On Geometry: Draw Slide On Geometry Constraints connections from the simulated mesh to the geometry targets the simulated mesh is sliding on.
  • Slide On Segment: Draw Slide On Segment Constraints connections from the simulated mesh to the segment the simulated mesh is sliding on.
Color Color Picker Red Selects the line color from a color wheel. Its saturation can be modified using the slider.
Fibers Scale Float 1.0 The scale can be modified to set a custom fiber length.
Fibers Color Color Picker Blue The fibers color when Muscle Fibers debug mode is selected and the muscle is not activated (Activation Attribute).
Activation Color Color Picker Red The fibers color when Muscle Fibers debug mode is selected and the muscle is activated (Activation Attribute).

Parameter Template

AdnMuscle parameter template solver tab
Figure 1: AdnMuscle Parameter Template: Solver.
AdnMuscle parameter template advanced tab part 1
Figure 2: AdnMuscle Parameter Template: Advanced (Part 1).
AdnMuscle parameter template advanced tab part 2
Figure 3: AdnMuscle Parameter Template: Advanced (Part 2).
AdnMuscle parameter template targets tab
Figure 4: AdnMuscle Parameter Template: Targets.
AdnMuscle parameter template maps tab
Figure 5: AdnMuscle Parameter Template: Maps.
AdnMuscle parameter template debug tab
Figure 6: AdnMuscle Parameter Template: Debug.

Paintable Weights

In order to provide more artistic control, some key parameters of the muscle solver are exposed as paintable maps in the SOP. The maps are point attributes that must be present in the geometry stream injected into the SOP. For that, the Houdini attribpaint node can be used.

Name Default Description
Attachments To Geometry 0.0 Multi-influence weight to indicate the influence of each geometry attachment at each vertex of the muscle.
Attachments To Transform 0.0 Multi-influence weight to indicate the influence of each transform attachment at each vertex of the muscle.
Compression Resistance 1.0 Force to correct the edge lengths if the current length is smaller than the rest length. A higher value represents higher correction.
Fibers {0.0, 0.0, 0.0} The SOP estimates the fiber directions at each vertex based on the tendon weights. In case that the estimated fibers do not fit well to the desired directions, the AdnFiberGroom HDA can be used to comb the fibers manually. The fibers can be displayed from that HDA. Check this page to know more about this HDA. Additionally the fibers can be displayed using the Muscle Fibers option in the debugger.
Fibers Multiplier 1.0 Controls the area in which to concentrate the activation and volume of the muscle. A higher value means more concentrated activation and volume.
Global Damping 1.0 Set global damping per vertex in the simulated mesh. The greater the value per vertex is the more it will attempt to retain its previous position.
Masses 1.0 Set individual mass values per vertex in the simulated mesh.
Shape Preservation 1.0 Amount of correction to apply to the current vertex to maintain the initial state of the shape formed with the surrounding vertices.
Slide On Geometry 0.0 Multi-influence weight to force vertices to displace only on the target geometry area defined by the Max Sliding Distance value.
Slide On Segment 0.0 Multi-influence weight to force vertices to displace only in the direction of a user-specified group of segments.
Sliding Distance Multiplier 1.0 Determines the size of the sliding area per vertex. It corresponds to the maximum distance to the closest point on the target mesh computed on initialization. Greater values will allow for larger sliding areas but will also increase the computational cost.
  • Tip: For areas where sliding is not required paint to 0.0. Use values closer to 1.0 in areas where more sliding freedom should be prioritized.
Stretching Resistance 1.0 Force to correct the edge lengths if the current length is greater than the rest length. A higher value represents higher correction.
Tendons 0.0 Floating values to indicate the source of the muscle fibers. The solver will use that information to make an estimation of the fiber direction at each vertex. It is recommended to set a value of 1.0 wherever the tendinous tissue would be in an anatomically realistic muscle and a value of 0.0 in the rest of the mesh.
AdnMuscle example of attachment to geometry with 4 targets
Figure 7: Example of AdnMuscle attachment to geometry maps painted on a biceps with 4 targets (front view). From left to right, the targets are the mummy, the brachialis muscle, the palmaris longus muscle and the pronator teres muscle.
AdnMuscle example of slide on geometry with 2 targets
Figure 8: Example of AdnMuscle slide on geometry maps painted on a biceps with 2 targets (back view). From left to right, the targets are the mummy and the brachialis muscle.
AdnMuscle example of other paintable maps
Figure 9: Example of other paintable maps on a biceps. On the left, the fibers multiplier map. In the middle, the tendons map. On the right, a map flooded with a value of 1.0 corresponding to all other remaining maps (compression, stretching, masses, global damping, shape preservation and sliding distance multiplier).
NOTE
  • The attachment and sliding weights are normalized on initialization if the sum of the values for the multiple influences exceed the upper limit of 1.0.
  • If AdnFiberGroom HDA is used to comb the Fibers, it is recommended to place it after attribpaint nodes in charge of painting the Tendon weights, because the tendons map is an input to estimate an initial fibers flow.
  • Fibers and Tendon weights should only be painted on the initialization frame, being the initialization frame the lowest value between Preroll Start Time and Start Time.
AdnMuscle example of network with attribpaint and AdnFiberGroom HDA
Figure 10: Example of AdnMuscle network. The attribpaint node has to be placed prior to the AdnFiberGroom. Using null nodes with ADN_IN_ and ADN_OUT_ prefixes to encapsulate the AdonisFX deformable section is recommended to keep the network compatible with the API.
NOTE

To tweak the point attributes of an AdnMuscle SOP, an attribpaint is needed. To ease the creation and initial configuration of this node, select the AdnMuscle SOP and click on AdonisFX > Utils > Make Paintable. This utility will create an attribcreate node to define the required point attributes and assign their default values followed by an attribpaint node to allow these attributes to be modified. Both nodes are automatically named and properly connected to the AdnMuscle node.

Debugger

In order to better visualize deformer constraints and attributes in the Houdini viewport there is the option to enable the debugger, found in the switcher menu labeled Debug in the parameter interface. The visualization of the guide geometry is only activated when selecting the node to debug and cannot be enabled globally.

To enable the debugger the Debug checkbox must be marked. To select the specific feature to be visualized, choose it from the list provided in Features. The features that can be visualized with the debugger in the AdnMuscle deformer are:

  • Attachments To Geometry: For each vertex with a geometry attachment constraint weight greater than 0.0, a line will be drawn from the mesh vertex to its respective geometry target closest point at rest.
  • Attachments To Transform: For each vertex with a transform attachment constraint weight greater than 0.0, a line will be drawn from the mesh vertex to its respective transform target.
  • Fiber Constraints: For each pair of vertices forming a constraint a line will be drawn. If the Triangulate Mesh option is disabled the debugged lines will align with the edges of the mesh polygons. If the Triangulate Mesh option is enabled the debugged lines will align with the edges of the underlying triangulation of the mesh.
  • Muscle Fibers: For each vertex, a line will be drawn showing the direction of the muscle fibers. In addition, the colors of the fibers will be modulated given the Activation value by interpolating the Fibers Color and the Activation Color. This will allow debugging the activation of the muscle more precisely.
  • Shape Preservation: For each vertex with a shape preservation weight greater than 0.0, a line will be drawn from each adjacent vertex to the opposite adjacent vertex.
  • Slide On Geometry: If the Max Sliding Distance value is greater than 0.0, for each vertex with a slide on geometry weight greater than 0.0, a line will be drawn from the mesh vertex to the closest point on its respective geometry target.
  • Slide On Segment: For each vertex with a slide on segment weight greater than 0.0, a line will be drawn from the mesh vertex to the closest point on its respective segment.
AdnMuscle debug
Figure 11: AdnMuscle debug features. From left to right: Muscle Fibers, Attachment To Geometry Constraints, Slide On Geometry Constraints, Fiber Constraints and Shape Preservation.
muscle fibers activation debug
Figure 12: On the left side the Muscle Fibers mode is set and the fibers are displayed when the muscle is not activated. On the right side the Muscle Fibers mode is set and the fibers are displayed when the muscle is activated. The activated color has been changed to yellow.
muscle editor fiber constraint debug
Figure 13: Displaying the target and simulated meshes. Debugger enabled displaying the Fiber Constraints coloured in blue with Triangulate Mesh option disabled (Left) and enabled (Right).
muscle editor shape preservation constraint debug
Figure 14: Displaying the target and simulated meshes. Debugger enabled displaying the Shape Preservation Constraints coloured in blue with Triangulate Mesh option disabled (Left) and enabled (Right).
muscle to muscle debugger
Figure 15: Muscle to muscle attachments to geo debugging example between biceps and brachialis.
NOTE
  • The width of the debug lines can be modified from the global viewport settings in Houdini.
  • For better contrast while debugging, enable the Dark background option in the viewport settings.

Advanced

Targets

Once the AdnMuscle SOP is created, it is possible to add and remove attachments from the muscle using the Targets tab. A target is evaluated as a mesh if its object path is added to Target World Mesh under the Targets multiparm (i.e., to set up attachment-to-geometry and slide-on-geometry constraints), and as a transformation matrix if its object path is added to Attachment Matrix under the Attachments To Transform multiparm (i.e., to set up attachment-to-transform constraints).

  • Add geometry targets:
    1. Increment the number of entries in the Targets multiparm. This adds a new entry to the list.
    2. Enter the object path of the geometry to add. The path can be absolute or relative to the SOP.
    3. Make sure to recook the AdnMuscle at preroll start time for this change to take effect.
  • Remove geometry targets:
    1. Locate the target to remove in the Targets multiparm.
    2. Remove it using the X button for that item.
    3. Alternatively, to remove all targets, click the Clear button of the Targets multiparm.
    4. Make sure to recook the AdnMuscle at preroll start time for this change to take effect.
  • Add attachment matrices:
    1. Increment the number of entries in the Attachments To Transform multiparm. This adds a new entry to the list.
    2. Enter the object path of the node to add. The path can be absolute or relative to the SOP.
    3. Make sure to recook the AdnMuscle at preroll start time for this change to take effect.
  • Remove attachment matrices:
    1. Locate the object to remove in the Attachments To Transform multiparm.
    2. Remove it using the X button for that item.
    3. Alternatively, to remove all attachments, click the Clear button of the Attachments To Transform multiparm.
    4. Make sure to recook the AdnMuscle at preroll start time for this change to take effect.

Transformation nodes such as joints or locators are used to create attachments to their world transformation matrices. Meshes, on the other hand, are used to create attachment-to-geometry and slide-on-geometry constraints. Refer to A Simple Setup for more information on painting influence maps for these constraints.

NOTE
  • Attachment-to-geometry and slide-on-geometry constraints are intended to simulate muscle-to-bone and muscle-to-muscle interactions.
  • For muscle-to-muscle interactions, only unidirectional relationships are supported. This means that for two muscles, A and B, it is possible to assign A as a target of B or B as a target of A, but not both simultaneously.

Slide On Segment Constraint

In addition to the previously described constraints, muscles can optionally use a constraint that defines a segment along which the muscle can slide. This constraint is configured in the Slide On Segment Constraints section of the Targets tab.

  • Add segment:
    1. Increment the number of entries in the Slide On Segment Constraints multiparm. This adds a new entry to the list.
    2. Enter the object path of the node to use as the root of the segment. The path can be absolute or relative to the SOP.
    3. Enter the object path of the node to use as the tip of the segment. The path can be absolute or relative to the SOP.
NOTE
  • The transform nodes must follow a parent-to-child relationship in the hierarchy (as rig joints typically do).
  • It is recommended to paint only the vertices that are not attached to the rig, i.e., excluding tendon vertices.
  • This constraint is especially recommended for muscles on the limbs.
  • Remove segment:
    1. Locate the segment to remove in the Slide On Segment Constraints multiparm.
    2. Remove it using the X button for that item.
    3. Alternatively, to remove all segments, click the Clear button of the Slide On Segment Constraints multiparm.

Rest Shape

The muscle solver supports an art-directed shape that drives the fiber, shape, and volume constraints. This shape is typically a sculpted version of the muscle (and must be topologically identical) representing the muscle in its fully activated state. Artists can add or remove this custom shape from the dedicated Rest Shape Attributes section in the Advanced tab.

  • Add rest shape:
    1. Enter the object path of the geometry to use as the rest shape in the Rest Shape Mesh parameter.
    2. Set the Rest Shape Weight to a value greater than 0.0 for the feature to take effect.
NOTE
  • The topology of the rest shape and the muscle geometry must be identical (i.e., vertex count, vertex connectivity, polygonal structure, etc.).
  • Remove rest shape:
    1. Clear the object path in the Rest Shape Mesh parameter.
    2. Alternatively, set the Rest Shape Weight to 0.0 to ignore the rest shape.

Additionally, if the muscle activation input is connected to the Rest Shape Weight, the influence of the rest shape on the final result will vary coherently with the activation level during the simulation.

Fibers Multiplier

Painting the fibers multiplier map allows to concentrate the activation and volume of a muscle in certain areas which would allow for more artistic control over the final shape of the muscle after contraction (activation). Not painting the fibers multiplier map will cause the muscle to contract uniformly over its whole volume without concentrating the activations in the belly of the muscle. Painting to 0.0 the tendinous areas and painting to 1.0 the belly of the muscle will allow (after combing fibers and activating the muscle) to activate only the areas that had been painted with a value of 1.0.

AdnMuscle fibers multiplier map example
Figure 16: Example use case of the fibers multiplier map on a biceps muscle. Top-Left) represents the painting without concentrated activations; Top-Right) represents the painting with concentrated activations in the belly of the muscle; Bottom-Left) Shows the results of the non-concentrated activations when the muscle is fully activated; Bottom-Right) Shows the results of the concentrated activations when the muscle is fully activated.

Activation Layers

The activation layers allow to drive the muscle activation by multiple sensors combined together without the need of using an AdnActivation node. In practice, having an AdnActivation node with multiple input sensors connected to the activation attribute of an AdnMuscle is equivalent to connecting those sensors directly to the activation list of that muscle.

The activation layers contribute to the final activation of the muscle solver, where the first layer will always be the activation scalar attribute. Then, every value in the activation list array plug is applied on top taking into consideration the operator and the bypass flag. The resulting value is the global activation that the solver will use for the simulation, and it is written onto the read-only output solver activation attribute.

The operators available are:

  1. Over (Override): Overrides the accumulated solver activation value with Value. If the current accumulated activation value is 1.0 and Value is 2.0 then the new accumulated value will be 2.0.
  2. Add (Add): Adds the accumulated solver activation value with Value. If the current accumulated activation value is 1.0 and Value is 2.0 then the new accumulated value will be 3.0.
  3. Sub (Subtract): Subtracts the accumulated solver activation value with Value. If the current accumulated activation value is 1.0 and Value is 2.0 then the new accumulated value will be -1.0.
  4. Mult (Multiply): Multiplies the accumulated solver activation value with Value. If the current accumulated activation value is 1.0 and Value is 2.0 then the new accumulated value will be 2.0.
  5. Div (Divide): Divides the accumulated solver activation value with Value. If the current accumulated activation value is 1.0 and Value is 2.0 then the new accumulated value will be 0.5.
NOTE
  • All operators will be evaluated from top to bottom (starting from the lowest index and ending on the last index used).
  • The final value will be clamped in the range 0 to 1 to ensure that the solver activation is always normalized.

Connections

Connections in AdonisFX for Houdini should be handled in two ways:

  • Detail expression: detail("/obj/geo1/L_adnLocatorRotation_armFlexionShape", "adnActivationRotation", 0) where the first component should contain an API compliant naming convention and the second the detail attribute name that some of the AdonisFX SOP nodes output. This should be used when the requirement is for the connected geometry to cook before retrieving the detail attribute. This could be used for example to drive a parameter of the node using the activation value output from a sensor/locator.
  • Channel expression: ch("../AdnMuscle1/envelope") where the first component should contain an API compliant naming convention and the second the referenced channel to the parameter name. This could be used to for example connect a float attribute to drive a parameter on the node.
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