Auto-Rigging a T-Pose Model

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Hello,

My first attempt at using the auto-rig toolset is with a model in a T-Pose. All the preview/tutorial videos I've found so far start with models whose arms are out to the side and most of the way down - almost in perfect alignment with the default auto-rig setup - requiring very little adjustments to shoulders, elbows, wrists, or fingers

After trying to maneuver all the rig pieces from their defaults to their appropriate places in the T-Pose setup and clicking the “Generate Rig” button, things don't work as desired - and are a very far cry from the magical results I've seen in the videos (especially with the hands - those are completely messed up).

Are there any autorig tutorials available that start with a T-Pose, and discuss the ‘gotchas’ one will face when autorigging this sort of setup?

Thanks,
Luke
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I just tried to rig a model that I have here with the Biped preset (Houdini 16.5.3.44) and everything works just fine.
can you attach your mesh?
Michael Goldfarb | www.odforce.net
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Here's the mesh:

https://www.dropbox.com/s/11odz6bo0m5b01g/Human_01.bgeo.sc?dl=0 [www.dropbox.com]


There must be something that I'm doing incorrectly or that I'm missing altogether.

Thanks!
Edited by Luke Letellier - Jan. 5, 2018 17:27:35
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seems to work ok…I just quickly set this up

Attachments:
t_pose.hda (10.5 MB)

Michael Goldfarb | www.odforce.net
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Wow, that came out a lot better than mine. I must be doing something incorrectly.


Perhaps I'm just not being as particular/exact with joint placement before generating/finalizing the rig? How long did you spend rearranging the joints?

Once thing I noticed when looking at the hands in your rig were that the square finger joint/nulls were all aligned perfectly to the fingers, whereas when I was trying to align them to the hand mesh, it wouldn't let me rotate the squares at all.
Edited by Luke Letellier - Jan. 8, 2018 21:26:54
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I spent about 15 minutes on it…
as for the fingers - the important thing is to keep them in a single plane
you can move the boxes up and down but avoid side to side - see the file

Attachments:
finger_guides.hip (58.0 KB)

Michael Goldfarb | www.odforce.net
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Thanks for the tips! I'll give it another go.
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Making progress this time around! Thumbs still need some work, but the other fingers are much better.

Question regarding the legs/knees - is there a way to adjust them so that the knees don't bow outwards or invert when the foot is raised up? My guy will be inside a truck, and I'd like the knees to stay on the same plane as the hips and feet as the latter moves upwards.

Less of this:


More of this:



Thanks again!
Luke
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it's the knee twist - when you bring the feet up you'll have to also raise the knee twist

Attachments:
kneeTwists.png (250.6 KB)

Michael Goldfarb | www.odforce.net
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Doh! Thanks. Still learning the basics.

Edited by Luke Letellier - Jan. 11, 2018 00:31:57
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Is there a way to save your pre-baked rig so that after some thorough testing you discover that the resulting rig isn't ideal, you can easily load up the un-baked version, make a small tweak, and then rebake it? And i that doesn't work, load up the un-baked rig again, make another tweak, etc?

Thanks!
Luke
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the Autorigs saves all the setting into the HDA (in the python File>Save, or when you Generate the rig)
now you can do File > New From HDA and select the first rig you made to make a new version based on the first one.
I cover this in the Masterclass: https://www.sidefx.com/tutorials/autorigging-masterclass/ [www.sidefx.com]
Michael Goldfarb | www.odforce.net
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Ah, thank you! Will watch that next.
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