Bone selection

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How do you guys select bones inside geometry? Seems like an impossible task short of using the Netview.

Even though I'm in wire framemode, the geometry will still highlight and select.

In Softimage there's an Xray display mode (which is different from Houdini's in concept) and bones, nulls, curves are drawn on top of renderable objects (Sub-D or NURBS surfaces) and are given priority over the geometry underneath when selecting. That's apart from being able to simply select through wireframe when in wireframe mode with Xray off.

Now, I don't expect Houdini to have XSI's Xray mode, but at least a way of being able to select bones through geo at all.

Will also submit a RFE for an Xray mode à la Softimage.

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You need to tag the bones xray flag using the camera menu.
Make sure you enable the viewport xray mode.
Then, you can turn off the geometry filter for the the viewport.
There's also the Area Select Entire Objects in Region option that can be useful.
We do lack the Select Single object in region like in Softimage.

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Screenshot from 2016-06-06 15:49:36.png (4.3 KB)
Screenshot from 2016-06-06 15:49:27.png (44.5 KB)

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I'm thankful, Guillaume, for the quick response (it will allow me to continue experiment with Houdini in a less painful way) but also I'm hopeful that you or whoever is in charge of this part of Houdini development recognizes that this is a problem.
I've submitted a RFE which will allow objects to be picked through the wireframe of another (just need an option to turn the object yellow highlight I'm guessing) and also be implemented an Xray mode like in Softimage. That would be heaven-sent.
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I also find the OBJ level geometry highlight to be really annoying in wireframe mode.
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I thought I post here instead of opening another thread since it's also about bones.
I've dug up some old rigging tutorials and from what I see in those, adding FK used to create nulls at the origin of each bones and were used to drive the bones' rotations.
Now adding FK places nulls at the tip of each bone which will have their translations driven by the nulls.
Why was this change made?
Right now I see myself having to place another set of nulls at each bone's origin to drive the nulls at the tips with rotation. Was this the point?

As a sidenote, from an UI/workflow PoV, using the same tool for creating bones as well as adding solvers is not what I call intuitive, but this is a minor inconvenience.
Edited by anon_user_89151269 - June 8, 2016 14:17:41
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