Adjusting bones after capture?

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Hello again,
So, I've capture my guy, but the IK Rest is wrong (leg goes crazy when I move the affector). How do I adjust the bones without recapturing? If I go to Override Capture it lets me move the bones but then when I go back to No Override, the guys jumps, so something isn't right.

Cheers,

Peter B
Cheers,

Peter Bowmar
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Houdini 20.5.262 Win 10 Py 3.11
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As I mentioned in my older reply, the IK rest doesn't change the capture. Turn off the display of your skin object when you're in IK Rest Kinematice Override. Either that, or for some reason you think that your IK Rest is the problem when it's not.
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Hi Edward,
I don't understand… if I turn off the skin, how do I see if it is deforming correctly or not? Also, I read a tutorial (a very brief tutorial) about Rest position determining how the IK will perform, so I'm assuming my Rest position is wrong. Another tutorial or doc mentioned making sure the majority of the rotates happen in the X direction on the bone, which I've attempted to do.
If I had some actual docs or tutorials, I'd probably be doing better at this )

Cheers,

Peter B
Cheers,

Peter Bowmar
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Let me see if I understand your question.

You want to adjust the IK behaviour, so you should tweak the bones in the Rest mode (which defines the Rest configuration from which the IK solution is computed). This however deforms your captured geometry. This is not a problem in Rest mode, but it is a problem in None (or “animation”) override, where the geometry is deformed since IK is now solved differently. The real reason for the deformed geometry in None override (or “animation”), is that the capture region SOP in capture configuration (seen in Capture override), does not align perfectly with the capture region in the animation mode (seen in None override). This discrepancy in region positions causes the deformation (after all this is what animation should be doing: take the captured points in capture configuration and transform them to the region in the animation configuration). By the way, the capture region could be renamed to something like “animation region” with two spatial positions (locations, configurations): capture and deform.

So you are now stuck with a deformed geometry when viewed in None override. Since you are rigging, I am assuming that this view should define your neutral pose (without deformation). Thus you want to re-align the capture and deform (animate) configuration of capture region. You use Align Animation with Capture, which will align the capture region
sops deform (animation) location with its capture location, thus nullifying any deformation.

By aligning animation with capture, you are not changing any capture weights on the captured points, because the capture pose does not change. To get rid of the deformation, you could also align capture with animation, which would change the capture weights on the captured geometry.

Hope this helps a bit.
Rafal
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