Ok, so finally I was able to fix the problem and export the animation properly.
I made a small video explaining the steps I had to do to fix the problem.
My initial feeling was that something was broken on the baking side, but it turned out the controllers were not properly driven by the animation.
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Technical Discussion » KIne fx to rigged hda?
- Guillaume
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Technical Discussion » KIne fx to rigged hda?
- Guillaume
- 476 posts
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Ah.. I think I understand why the export is failing.
The SceneCharacterExport is trying to export back on the Bone OBJs directly but the FK rig of simplemale is built to have the animation on the ctrl_FK_ prefixed OBJ nodes. I'll continue to try to fix your scene, but that information can help you progress on your own.
The SceneCharacterExport is trying to export back on the Bone OBJs directly but the FK rig of simplemale is built to have the animation on the ctrl_FK_ prefixed OBJ nodes. I'll continue to try to fix your scene, but that information can help you progress on your own.
Technical Discussion » KIne fx to rigged hda?
- Guillaume
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I'm still investigating why it isn't doing the baking properly. I remember there was a problem with relative paths on the target “../../simplemale1”, but I can't get it to work even if I use a full path.
Technical Discussion » KIne fx to rigged hda?
- Guillaume
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I'm having a look at the file with simplemale1, and my first recommendation is to use 2 rig assets to avoid having cycles.
The “scenecharacterimport1” imports the OBJ rig but also exports to it using with the Live Export flag. The scene breaks when reloading because of that. It can work within the session after, because SceneCharacterImport does caching internally when converting the OBJ rig to an Agent.
You could also put Stash nodes after the 3 outputs of the SceneCharacterImport to break the relationship.
The “scenecharacterimport1” imports the OBJ rig but also exports to it using with the Live Export flag. The scene breaks when reloading because of that. It can work within the session after, because SceneCharacterImport does caching internally when converting the OBJ rig to an Agent.
You could also put Stash nodes after the 3 outputs of the SceneCharacterImport to break the relationship.
Technical Discussion » RigPose edit "state" key
- Guillaume
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Hitting ‘Enter’ key or clicking on the ‘Current Node state’ on the viewport left toolbar enables the “Rig Pose” state.
It's also compatible with the normal point selector.
Hit ‘S’, (make sure the selector filter is set to Points) do a rectangle selection and hit ‘Enter’ to return to the “Rig Pose” State.
You can also “Press and Hold” ‘S’, do the rectangle selection and let go of the ‘S’ key. We call that volatile selection.
It's also compatible with the normal point selector.
Hit ‘S’, (make sure the selector filter is set to Points) do a rectangle selection and hit ‘Enter’ to return to the “Rig Pose” State.
You can also “Press and Hold” ‘S’, do the rectangle selection and let go of the ‘S’ key. We call that volatile selection.
Technical Discussion » KIne fx to rigged hda?
- Guillaume
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Do you happen that have nested OBJ HDAs inside your rigged character?
I tested it with the rigs generated with the AutoRigs and with our simplefemale asset.
It supports following the channel references to the top of the HDA.
Is the Live Export mode working? Make sure you set the “Export OBJ Subnet” parameter to the top of your hda.
I tested it with the rigs generated with the AutoRigs and with our simplefemale asset.
It supports following the channel references to the top of the HDA.
Is the Live Export mode working? Make sure you set the “Export OBJ Subnet” parameter to the top of your hda.
Technical Discussion » KineFX RigAttribute VOP
- Guillaume
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Here's an updated file with the Transform from Path properly hooked up.
Also, to get out of the error, you need to click the Force Compile button on the Rig Attrib VOP node.
Also, to get out of the error, you need to click the Force Compile button on the Rig Attrib VOP node.
Technical Discussion » KineFX RigAttribute VOP
- Guillaume
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Hello Jose, try putting a Rig Doctor on the right side.
You can also go to the Rig Attrib Vop Rig Tab and uncheck the Compute Input transforms for the second input.
Regardless, the error message needs work.
We just published 3 tutorials about the Rig Attribute VOP example files.
https://www.sidefx.com/tutorials/kinefx-curve-solver-vop/ [www.sidefx.com]
https://www.sidefx.com/tutorials/kinefx-ik-solver-vop/ [www.sidefx.com]
https://www.sidefx.com/tutorials/kinefx-camera-on-path-sop-constraint/ [www.sidefx.com]
You can also go to the Rig Attrib Vop Rig Tab and uncheck the Compute Input transforms for the second input.
Regardless, the error message needs work.
We just published 3 tutorials about the Rig Attribute VOP example files.
https://www.sidefx.com/tutorials/kinefx-curve-solver-vop/ [www.sidefx.com]
https://www.sidefx.com/tutorials/kinefx-ik-solver-vop/ [www.sidefx.com]
https://www.sidefx.com/tutorials/kinefx-camera-on-path-sop-constraint/ [www.sidefx.com]
Technical Discussion » Rigging CHOP Error - Blend
- Guillaume
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I got the scene from Michael and had a quick look. There is an evaluation cycle when you add the second constraint. I think it comes from the constraint installed on L_arm_bone_2 which pulls from L_hand_bone_ctrl. The solution might be to add new OBJ nodes to prevent the cycle or to use a Fetch CHOP node instead of using a CHOP_Object node.
Technical Discussion » CHOP Constraints with continuous sampling
- Guillaume
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I fixed my typos in the original text. In 17.0 and late, I think you don't have to worry about the rate anymore if the CHOP is in current frame mode. It is now able to evaluate at times that aren't matching exactly the sample times.
Houdini Indie and Apprentice » animation editor: change tangent type to one keyframe only
- Guillaume
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Did it work? I received a forum notification by mail, but it seems the message was deleted.
Edited by Guillaume - March 29, 2019 15:35:25
Houdini Indie and Apprentice » animation editor: change tangent type to one keyframe only
- Guillaume
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Please check in the next builds 17.0.533 or 17.5.208.
I added Set Selected Slopes to Linear to the Animation Editor.
It isn't exposed yet as a button, but you can get to it from the Edit menu or the right click menu.
It is also bound to the ‘8’ key.
So, ‘8’ makes a slope linear, ‘9’ smooth the selected slopes and ‘0’ zeros the slope.
If you have both ends of a slope selected, the out slope will be used.
If you want to break the slopes, you can select a slope handle and hit ‘T’ to tie/untie.
I added Set Selected Slopes to Linear to the Animation Editor.
It isn't exposed yet as a button, but you can get to it from the Edit menu or the right click menu.
It is also bound to the ‘8’ key.
So, ‘8’ makes a slope linear, ‘9’ smooth the selected slopes and ‘0’ zeros the slope.
If you have both ends of a slope selected, the out slope will be used.
If you want to break the slopes, you can select a slope handle and hit ‘T’ to tie/untie.
Houdini Learning Materials » Auto Key Keying all sloped attributes option?
- Guillaume
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The RFE is still open and meaningful. It's something that has been requested multiple times. Meanwhile, the animation editor has an entry its Edit menu to “Match the Keyframes of Selected Timemarks”. It will add keyframes on the missing times.
Edited by Guillaume - Jan. 24, 2019 07:13:42
Technical Discussion » Houdini 17. Pressing ESC on editing node names.
- Guillaume
- 476 posts
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Technical Discussion » Found a bug in function selectedKeyframes()
- Guillaume
- 476 posts
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Technical Discussion » Found a bug in function selectedKeyframes()
- Guillaume
- 476 posts
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Houdini Lounge » Montreal Houdini User Group
- Guillaume
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Next Montreal Houdini User Group is February 15th at ON Animation.
Please RSVP, places are limited to about 60 attendees.
We have 2 presentations for now and we are looking for another presenter.
You can comment on the meetup page if you want to present something.
It doesn't need to be a big thing.
https://www.meetup.com/Montreal-Houdini-Users-Group/events/247319004/ [www.meetup.com]
Please RSVP, places are limited to about 60 attendees.
We have 2 presentations for now and we are looking for another presenter.
You can comment on the meetup page if you want to present something.
It doesn't need to be a big thing.
https://www.meetup.com/Montreal-Houdini-Users-Group/events/247319004/ [www.meetup.com]
SI Users » Depth of field in render region.
- Guillaume
- 476 posts
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SI Users » Depth of field in render region.
- Guillaume
- 476 posts
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Houdini Lounge » Montreal Houdini User Group
- Guillaume
- 476 posts
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This is a long overdue upload of a scene Todd Dufour sent me.
I'm no Pyro expert, but I managed to get the scene to render a flipbook.
You'll need to render some caches to disk before seing anything in the viewport.
Todd Dufour Associate VFX Supervisor from Atomic Fiction presented some “Fast Particle based Pyro Techniques” to help reduce the sim time on Pyro sims.
Thank you Todd for wrapping the scene up.
I'm no Pyro expert, but I managed to get the scene to render a flipbook.
You'll need to render some caches to disk before seing anything in the viewport.
Todd Dufour Associate VFX Supervisor from Atomic Fiction presented some “Fast Particle based Pyro Techniques” to help reduce the sim time on Pyro sims.
Thank you Todd for wrapping the scene up.
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