shape and time

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Ive been wondering about this for a bit.
In Mirai theres a way to save multiple shapes or any element thats separate from time space. kind of like having a bind pose that you can reuse later. but more than one. the setup is the same interface that is used for morph targets. ( its neat because the morph technology works on bones too )

now. im wondering. is there a way to somehow collect bone information from a character and store it in a way that could be added to some pulldown menu, so that we could quickly snap our character into poses?

im guessing a bake procedure would have to happen that would collect bone positions/ or rotations/ and length. or just positions of manipulators, that could be recalled later.
that information would then be stored within a text file in its own directory, that could be later hand picked when needed? not sure.
just some random thoughts. probably wont attempt this yet, but definitely want to sometime in the future.

im thinking that chops will have to be used, but something more intuitive, that could be placed within a rig, and used as a tool from the menu would be what im aiming for.

any comments/suggestions are welcome
cheers.
-m-k-
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The problem is that you don't just want the transform parameters of your bones, as they're often driven by other rig controller objects. What one really wants to save are the values that the animator uses as those are the ones that drive the rig. This is where HDAs (Houdini Digital Assets) and OTLs (Operator Type Libraries) come in. (You've seen the OTL rig in H6.1 right?)

If you create a special custom object that contains your rig with all the animator control values reference to the top level custom object parameters, then you have all of those values in one place. Then its a simple matter to have a script created that saves out all of those parameters either to a file (perhaps a portion of the opscript command on it), or to use a fetch chop to grab all of those values at the current time.
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