I posted this over at cgtalk yesterday but I didn't get any input...
I am having a hard time setting up some deformers for my skin. I am using Judd's cgMuscle to create a muscle system for my character, but I am getting weird results when the muscles expand. Look at the images for more info:
The problem is caused by overlaping deformers. The vertices are affected by more than one deformer and that causes the problem. I combined all the muscles in one single mesh (keeping history on, obviously) and then I created the deformer set again... The skin "exploding" reduced greatly but I still get some...
What is the aim? Why do You so care about muscles? Would they be seen in render? Anyway.. I'm not familiar with that cgMuscle stuff, but for me it looks like You have applied to skin both - that cgMuscle and skeletal deformation. That's cause #1 of Your troubles. Also, I guess that topologies of skin and muscle differ. That's cause #2. Am I right? You should revise all skinning done, in order to have control over it. Either make skin deformed by cgMuscles only (or some few selective skeletal influences e.g. on elbows, which You can add later) OR make cgMuscles expanding twice as normal and go easy with their exploding out of skin. After all (I assume) MUSCLES WON'T BE VISIBLE. Post images with wireframes next time, since it is impossible to understand the problem crearly.
The muscles are the only ones deforming the skin (I haven't used any skinning). The muscles are directly stuck to the "bones" so I haven't done any skinning at all. It seems the problem is caused by more than one vertex influencing the skin. When I only use ONE muscle for each section of the body, nothing happens (even if the topology differs), but when I add more than one, I get this.