Ok, found my mistake after few days.
I connected a GuideGroom Item directly to the HairGen SOP's Rest Guides (input2), where I should have connected the OUT_RESTGUIDES from the GuideGroom Item's network.
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Houdini Lounge » HairGen Sop
- FLS-Eugene
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Houdini Lounge » HairGen Sop
- FLS-Eugene
- 16 posts
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Hallo
How can I render the curves generated from a HairGen Sop?
Also, the Thickness does not seem to change the width in the viewport like the Hair Generate at item level.
Thanks
How can I render the curves generated from a HairGen Sop?
Also, the Thickness does not seem to change the width in the viewport like the Hair Generate at item level.
Thanks
Houdini Lounge » Fur to PolyStrips?
- FLS-Eugene
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Sharing a simplified version of what I am doing.
Unfortunately, it is lacking the twist.
Unfortunately, it is lacking the twist.
Edited by FLS-Eugene - March 26, 2017 08:01:57
Houdini Lounge » Fur to PolyStrips?
- FLS-Eugene
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After some time experimenting with PolyFrame, it seems PolyFrame only works with Sweep's Transform using Attributes option. But then I lose control over twist, roll and scale directly.
Scale can be replaced with Attribute Wrangle (ex: taper effect: @pscale = chramp(“taperramp”, @ptnum / (@numpt - 1.0); )
Roll can be done with a transform at the Cross section.
Twist unfortunately is way beyond me. I think it has to do with @rot and @orient per point, but I have no idea how to implement it.
Scale can be replaced with Attribute Wrangle (ex: taper effect: @pscale = chramp(“taperramp”, @ptnum / (@numpt - 1.0); )
Roll can be done with a transform at the Cross section.
Twist unfortunately is way beyond me. I think it has to do with @rot and @orient per point, but I have no idea how to implement it.
Houdini Lounge » Fur to PolyStrips?
- FLS-Eugene
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Thanks, I will definitely look into PolyFrame as my current attempt is rather slow.
I originally added a Attribute and Paint node on the Geo to handle the initial orientation, as well as variations.
Example of variation would be an edge of the human scalp, orientating the roots can have different “fringe” styles. Up or down.
Time to play with PolyFrame
Edit: Removed comment about Recashing strokes as it is easy to get around.
I originally added a Attribute and Paint node on the Geo to handle the initial orientation, as well as variations.
Example of variation would be an edge of the human scalp, orientating the roots can have different “fringe” styles. Up or down.
Time to play with PolyFrame
Edit: Removed comment about Recashing strokes as it is easy to get around.
Edited by FLS-Eugene - March 26, 2017 06:47:30
Houdini Lounge » Fur to PolyStrips?
- FLS-Eugene
- 16 posts
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Hallo
Is there a recommended way for creating poly strips (sweep and skin line along curve) from the fur tools?
Granted, normal curves will do, but the fur tools does have some nice grooming tools.
While creating using Sweep with a foreach block is an approach, the orientation/roll becomes a bit tricky. So I was wondering if there are a recommended way already?
The end goal is for UE4 character's “fur” or “hair”. ie: PolyStrips/Planes with a Texture to create the look of “fur” or “hair”
Is there a recommended way for creating poly strips (sweep and skin line along curve) from the fur tools?
Granted, normal curves will do, but the fur tools does have some nice grooming tools.
While creating using Sweep with a foreach block is an approach, the orientation/roll becomes a bit tricky. So I was wondering if there are a recommended way already?
The end goal is for UE4 character's “fur” or “hair”. ie: PolyStrips/Planes with a Texture to create the look of “fur” or “hair”
Houdini Learning Materials » Queston about the training sessions att GDC 2017
- FLS-Eugene
- 16 posts
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Hallo, this is a good question.
I live in South Africa so recordings would be great thanks.
I live in South Africa so recordings would be great thanks.
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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An update
I figured if Luiz can do, then I must have missed a step. After some time I managed to get the Hero character from UE4 into Houdini, and back to UE4.
It seems quite odd that it worked.
Normally, if I export a skeletal rig then nulls and bones export as expected, but there are unwanted _end_effector nodes created as well as world root node (depending on setup).
The imported ue4 fbx on the other hand fuses the imported nulls and bones at export time, as well as no _end_effectors.
How can I reproduce the same results?
lkruel
I have managed to get the UE4 mannequin doing a round trip from the exporter Hero_TPP FBX back into Unreal with animation data.
I figured if Luiz can do, then I must have missed a step. After some time I managed to get the Hero character from UE4 into Houdini, and back to UE4.
It seems quite odd that it worked.
Normally, if I export a skeletal rig then nulls and bones export as expected, but there are unwanted _end_effector nodes created as well as world root node (depending on setup).
The imported ue4 fbx on the other hand fuses the imported nulls and bones at export time, as well as no _end_effectors.
How can I reproduce the same results?
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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Marc, thanks for your input. I have to be honest, I am not sure if you are trying to be helpful or something else.
I, and hopefully others, need to be able to import rigged characters and re-export them. There are services like Mixamo, or character software like Daz, MakeHuman, IClone with rigged characters. At times I need to fix, adjust, remodel, animate etc, these rigged characters.
In my case, I have already rigged characters in need of a better software to do animations and export them again. As well as UE4 has a skeleton. Animations typically require IK, so the imported rigs needs to be modified, yet exported as the original rig.
Simply put, I need to import and export rigs and while the export remains the same hierachy.
lkruel understand what my requirements are and did mention he was able to do a “round trip”, which should answer most if not all my issues.
I, and hopefully others, need to be able to import rigged characters and re-export them. There are services like Mixamo, or character software like Daz, MakeHuman, IClone with rigged characters. At times I need to fix, adjust, remodel, animate etc, these rigged characters.
In my case, I have already rigged characters in need of a better software to do animations and export them again. As well as UE4 has a skeleton. Animations typically require IK, so the imported rigs needs to be modified, yet exported as the original rig.
Simply put, I need to import and export rigs and while the export remains the same hierachy.
lkruel understand what my requirements are and did mention he was able to do a “round trip”, which should answer most if not all my issues.
Edited by FLS-Eugene - Feb. 24, 2017 11:08:44
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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On a side note:
I never used the word suck, nor did I try grumble.
I actually put in effort in the posts describing my experience.
Please try refrain adding words or emotion to my posts and keep this professional.
I never used the word suck, nor did I try grumble.
I actually put in effort in the posts describing my experience.
Please try refrain adding words or emotion to my posts and keep this professional.
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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malbrecht
if you could describe your experience in some more detail than just saying “Rigging in Houdini sucks because of import/export problems” or because of some phylosophical difference in how parenting items works. “Input” should, in my world, be specific, constructive, sample based. Not grumbling …
Marc
I thought I did under the Factors section of my first post.
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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Two more posts while I was busy with the last, I have to re-write and re-read my posts multiple times before I try submit.
I am sorry if I was sounding negative. English is not my first language but I did try put it “natural”. Unfortunately emotion is every subjective to interpretation when it come to a text based message.
Thanks lkruel for the reassurance. I will obviously keep my eye on Houdini, as there are more than Character rigging that I am trying to solve.
I am sorry if I was sounding negative. English is not my first language but I did try put it “natural”. Unfortunately emotion is every subjective to interpretation when it come to a text based message.
Thanks lkruel for the reassurance. I will obviously keep my eye on Houdini, as there are more than Character rigging that I am trying to solve.
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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malbrecht
Houdini is Bones based and not Joints
… what is the difference?
For me a bone is simply the link between two joints. According to Houdini's docs, not so much.
Documentation: https://www.sidefx.com/docs/houdini/character/bonesvsjoints [sidefx.com]
With the new autorig and being limited to 60mins, I doubt Michael Goldfarb will talk much about manual rigging. I could be wrong.
I plan to do a RFE, but figured other people's experience input might be wise first.
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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Its not really about Houdini's rigging capabilities, its about using Houdini in a pipeline with other software for character rigging. I am sure Houdini is more than capable.
As long as there are import/export issues, then anything more is wasting time. Sooner or later, the issues will take over. I used UE4's skeleton as an example. Another example is animations and retargeting, or scripting.
These posts talks about the biggest problem for me regarding export.
https://www.sidefx.com/forum/topic/45599/ [sidefx.com]
https://www.sidefx.com/forum/topic/40848/ [sidefx.com]
And seeing they are not answered, I presume the problem is still there.
As long as there are import/export issues, then anything more is wasting time. Sooner or later, the issues will take over. I used UE4's skeleton as an example. Another example is animations and retargeting, or scripting.
These posts talks about the biggest problem for me regarding export.
https://www.sidefx.com/forum/topic/45599/ [sidefx.com]
https://www.sidefx.com/forum/topic/40848/ [sidefx.com]
And seeing they are not answered, I presume the problem is still there.
Edited by FLS-Eugene - Feb. 24, 2017 09:28:54
Houdini Lounge » To Character Rig... or Not
- FLS-Eugene
- 16 posts
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Hallo
This is mainly for other ‘artist’ looking at Houdini as character rigging software pipeline.
I am a Modo user looking to expand my tools. Since H16 was recently released with new character focused features, I was really hoping that Houdini can be an alternative to Modo.
Unfortunately my experience with character rigging was not good.
I have been reading the docs and googling Houdini rigging for days now and I am getting to grips with rigging. However… Since I want a solution for both CG and Game Engines, I have come to the conclusion that Houdini is not going to work.
Factors
Houdini is Bones based and not Joints, so importing fbx for example is a complete mess. Ex: Ue4 skeleton is supposed to have around 63 joints, however Houdini convert it to their paradigm of bones and ends up with 136 nodes for the skeleton.
Even if you would create a manual UE4 skeleton, exporting a FBX generates additional _end_effector nodes and there is no way to switch this off. Trying to recreate the UE4 skeleton will not happen.
How bones are shaped is also a complete mystery. What I mean with this, a bone has two ends, the base/begin and the tip. However there is no way to determine where the tip is, nor can you snap to it.
There is very little being done from SideFX to help people understand rigging and it seems the companies testing new features does not really use rigging in a pipeline solution.
Perhaps, one day, when SideFX will decide to create their own game engine…
This is mainly for other ‘artist’ looking at Houdini as character rigging software pipeline.
I am a Modo user looking to expand my tools. Since H16 was recently released with new character focused features, I was really hoping that Houdini can be an alternative to Modo.
Unfortunately my experience with character rigging was not good.
I have been reading the docs and googling Houdini rigging for days now and I am getting to grips with rigging. However… Since I want a solution for both CG and Game Engines, I have come to the conclusion that Houdini is not going to work.
Factors
Houdini is Bones based and not Joints, so importing fbx for example is a complete mess. Ex: Ue4 skeleton is supposed to have around 63 joints, however Houdini convert it to their paradigm of bones and ends up with 136 nodes for the skeleton.
Even if you would create a manual UE4 skeleton, exporting a FBX generates additional _end_effector nodes and there is no way to switch this off. Trying to recreate the UE4 skeleton will not happen.
How bones are shaped is also a complete mystery. What I mean with this, a bone has two ends, the base/begin and the tip. However there is no way to determine where the tip is, nor can you snap to it.
There is very little being done from SideFX to help people understand rigging and it seems the companies testing new features does not really use rigging in a pipeline solution.
Perhaps, one day, when SideFX will decide to create their own game engine…
Houdini Learning Materials » Autorig Baking and Export
- FLS-Eugene
- 16 posts
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Hallo
I am Modo user looking into Houdini as a possible solution for character rigging and animation.
Obviously the new autorig looks interesting and I was wondering if it was possible to export a ‘baked’ version via fbx? The fbx needs to be either imported into Modo (until/unless Houdini becomes my renderer) as well as Unreal/Unity.
For Unreal/Unity it will be short animations like a walk cycle.
To clarify what bake means: Usually, animation is done with constraints, IK/FK and other controls. However, the exported version should only have to resulting animation with the bind skeleton. So no controls, nulls, IK, etc should be in the fbx.
I am Modo user looking into Houdini as a possible solution for character rigging and animation.
Obviously the new autorig looks interesting and I was wondering if it was possible to export a ‘baked’ version via fbx? The fbx needs to be either imported into Modo (until/unless Houdini becomes my renderer) as well as Unreal/Unity.
For Unreal/Unity it will be short animations like a walk cycle.
To clarify what bake means: Usually, animation is done with constraints, IK/FK and other controls. However, the exported version should only have to resulting animation with the bind skeleton. So no controls, nulls, IK, etc should be in the fbx.
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