EfiYes! That worked for me. I set the Gamma to 2.2 and it fixes the lighting. I was aware of that setting and had tried it before, but didn't work for me, I think I definitely did something wrong at that time. So always double check…
Did you look the gamma value in the export window also ?
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Technical Discussion » The video that mplay exported is very dark. Please help!
- JiaHoJian
- 21 posts
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Technical Discussion » The video that mplay exported is very dark. Please help!
- JiaHoJian
- 21 posts
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OK, thank you for replying. I think Houdini + After Effects is a good combo for video production, so whenever Houdini has an issue, I'll just fix it in After Effects anyway. But how to fix the “jiggling” and “flickering” edges in the final render? I initially thought that was because some sorts of settings relative to anti-aliasing I hadn't known about yet; but this was not entirely true, some of the edges were stationary but still yielded the “jiggling” and “flickering” effects. So I think it also has to do with the lighting.
I also checked the grammar value as you guys mentioned, it was set to 2.2 by default! Maybe it was a bug in MPlay? I also tried to export it as image sequence, the lighting was back to normal, but when I created a video out of the image sequence, I can still see the “jiggling” and “flickering” effects.
However, I think it's my problem, I have seen a lot of good render-by-Houdini videos and have never seen a single one that is as bad as mine, I'll just go learning some more…
I also checked the grammar value as you guys mentioned, it was set to 2.2 by default! Maybe it was a bug in MPlay? I also tried to export it as image sequence, the lighting was back to normal, but when I created a video out of the image sequence, I can still see the “jiggling” and “flickering” effects.
However, I think it's my problem, I have seen a lot of good render-by-Houdini videos and have never seen a single one that is as bad as mine, I'll just go learning some more…
Edited by JiaHoJian - Jan. 23, 2018 18:03:46
Technical Discussion » The video that mplay exported is very dark. Please help!
- JiaHoJian
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I wanted to render my scene via mplay and export the video. But the video was very dark, there was almost no light in the video, which was different from the render result I saw in mplay.
So I just found a workaround, I edited the brightness and the contrast of the video through Adobe After Effects, I fixed the lighting, but then there was another problem, I noticed that the anti-aliasing was very bad, I could see the edges were “moving”.
I have two questions here.
1. The exported video was very dark. How do I fix it so I don't need to use After Effects?
2. The anti-aliasing was very bad. How do I fix it?
The attachment is my project file.
This is the render result in mplay:
This is a screenshot of the video exported from mplay, you can see that the scene is very dark:
This is the end result after I edited the video using After Effects, but you can see the edges are “moving”, which indicates the anti-aliasing is very bad:
I seriously need help! Thanks.
So I just found a workaround, I edited the brightness and the contrast of the video through Adobe After Effects, I fixed the lighting, but then there was another problem, I noticed that the anti-aliasing was very bad, I could see the edges were “moving”.
I have two questions here.
1. The exported video was very dark. How do I fix it so I don't need to use After Effects?
2. The anti-aliasing was very bad. How do I fix it?
The attachment is my project file.
This is the render result in mplay:
This is a screenshot of the video exported from mplay, you can see that the scene is very dark:
This is the end result after I edited the video using After Effects, but you can see the edges are “moving”, which indicates the anti-aliasing is very bad:
I seriously need help! Thanks.
Edited by JiaHoJian - Jan. 23, 2018 13:42:13
Houdini Engine for Unreal » New feature: Generic UProperty attributes
- JiaHoJian
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Wow, this post is so important, it deserves more views. I was thinking how we can simulate HDA's physics in Unreal, then I found this post. However, I found a bug. I dragged a HDA to my Unreal level, it had physics enabled and was able to fall on the floor after Play the scene. But after relaunching the Unreal Editor, the HDA I dragged before could no longer moving. So I have to drag a new one again, this could be crucial if I have many HDAs in the level that need physics to be simulated.
Work in Progress » My First Rigged Character in Houdini
- JiaHoJian
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Here is an update for my project. I rigged and animated 4 more robots for my VR game. The riggings and animations were all done in Houdini.
Edited by JiaHoJian - June 5, 2017 20:40:07
Technical Discussion » Multiple Animations in one FBX
- JiaHoJian
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A quick question, how do we bundle multiple animations of a character into one FBX? I know in Blender, we can use dope sheet editor, but how to it in Houdini? Right now, I just make all my character's animations on a single timeline, then export it as FBX, and then cut the animation in Unity.
Technical Discussion » the first and second bones in a IK bone chain appear straight
- JiaHoJian
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I noticed that when I create a IK bone chain, the angle between the first and second bones always close to 180 degree no matter how I move the end affector. Is it normal? I found that making the first bone longer can fix this.
Edited by JiaHoJian - May 20, 2017 16:37:39
Houdini Engine for Unity » Houdini FBX Export to Unity
- JiaHoJian
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There are several possibilities for this, I suggest you to add a little more details about the problem. Make sure when you export FBX, you have to specify the range of frames to export. In Unity, remember to create an Animator and add it to your character.
Or, if you add key frames to geometries directly other than bones, Unity doesn't support vertex animation in FBX, so the animation won't play in Unity. But I found that we can make vertex animation by exporting digital asset to Unity, and it can bake vertex animation for us. Oddly enough, digital asset can't bake the animation created by bones.
Or, if you add key frames to geometries directly other than bones, Unity doesn't support vertex animation in FBX, so the animation won't play in Unity. But I found that we can make vertex animation by exporting digital asset to Unity, and it can bake vertex animation for us. Oddly enough, digital asset can't bake the animation created by bones.
Work in Progress » My First Rigged Character in Houdini
- JiaHoJian
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This is my first rigged character in Houdini. I am making a VR game in Unity. I export the character as FBX. I found Houdini also bundle the bones hierarchy into game object in Unity, so I can adjust the character's pose by script very easily. The buildings in the background are also created by Houdini's procedural digital asset.
Edited by JiaHoJian - May 13, 2017 05:25:27
Technical Discussion » A bug about mirroring bone
- JiaHoJian
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I found a bug that can be reproduced by the following instructions:
1. Create a geometry, for example a tube. Copy the tube node inside the geometry node.
2. Create another geometry, delete the “file” node in it, paste the tube node here. Adjust the tube's position to make it mirror with the previous tube on YZ plane.
3. Create a bone on one tube.
4. Mirror the bone on YZ plane. (hit tab and type mirror to use the mirror tool)
5. Capture both tubes' geometry for their bone
6. Export whole thing (obj) as FBX.
7. Import it to Unity 5.
Then you will see one side of the tube's normal is flipped over, so it appears to be transparent.
1. Create a geometry, for example a tube. Copy the tube node inside the geometry node.
2. Create another geometry, delete the “file” node in it, paste the tube node here. Adjust the tube's position to make it mirror with the previous tube on YZ plane.
3. Create a bone on one tube.
4. Mirror the bone on YZ plane. (hit tab and type mirror to use the mirror tool)
5. Capture both tubes' geometry for their bone
6. Export whole thing (obj) as FBX.
7. Import it to Unity 5.
Then you will see one side of the tube's normal is flipped over, so it appears to be transparent.
Houdini Engine for Unity » Houdini Animation in Unity
- JiaHoJian
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I have rigged and animated a character, I export it as a digital asset to Unity. I click Bake Animation, the character didn't move in runtime. Previously, I rigged my character using the standard method. I created the bones, captured the geometry, made FK and IK controls. And then I added key frames to the FK, IK controls. The character can move in Houdini, but not in Unity. Then I noticed that I can make things move in Unity using another method, I added key frames directly to the geometry, no bones are required. Then again, I wrapped it up as a digital asset, hit Bake Animation in Unity, it moved when I started to play the game. Did anyone manage to play digital asset's animation using standard rigging method?
Another question, even if I use the working method, how do I control the character's animation? What I have seen is that after I hit the Bake Animation button, I saw a “Animation” component is created, which is a legacy in Unity. Is there a way to control animation using Unity Animator component?
Another question, even if I use the working method, how do I control the character's animation? What I have seen is that after I hit the Bake Animation button, I saw a “Animation” component is created, which is a legacy in Unity. Is there a way to control animation using Unity Animator component?
Technical Discussion » Acessing IK Bone's Rotation Inside Subnet
- JiaHoJian
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Thanks, I didn't know there is already a tool for that!
But again, after I used the “IK from Objects” tool, I wrapped up all the things into a subnet, I pressed “Match FK->IK” button, it didn't work.
But again, after I used the “IK from Objects” tool, I wrapped up all the things into a subnet, I pressed “Match FK->IK” button, it didn't work.
Technical Discussion » Acessing IK Bone's Rotation Inside Subnet
- JiaHoJian
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I solved the problem by using another method. I set Blend to 1, and create a temporary bone, and hook it into the bone, place it to the place where my FK control is, and get access to its world transform by using WorldTransform(). Then I override the FK control's world transform by using setWorldTransform(). Set Blend back to zero, and that's it. Here is a chunk of my code:
def techrig_matchFKtoIK():
ikSolver = hou.pwd().node(hou.pwd().evalParm('kinsolver'))
startBone = hou.pwd().node(hou.pwd().evalParm('startbone'))
endBone = hou.pwd().node(hou.pwd().evalParm('endbone'))
if ikSolver == None:
return
if startBone == None:
return
if endBone == None:
return
# Store old FKIK Value, and set to IK (=1)
oldFKIK = hou.pwd().evalParm('fkikblend')
hou.pwd().parm('fkikblend').setPending(1)
# Loop each bone
currentBone = endBone
done = 0
while not done:
# get the FKControl of the bone
fkControl = hou.node('../' + currentBone.name() + ‘_FKControl’)
# create a tempBone to store the bone's world transform data when Blend=1
parentNode = currentBone.parent()
tempBone = parentNode.createNode('bone')
tempBone.setFirstInput(currentBone)
tempBone.parm('tz').set(currentBone.evalParm('length'))
tempBone.parm('keeppos').set(1)
tempBone.setFirstInput(None)
tempBoneTransform = tempBone.worldTransform()
# override the world transform of FKControl of the bone
fkControl.setWorldTransform(tempBoneTransform)
if currentBone == startBone:
done = 1
else:
currentBone = currentBone.inputs()
tempBone.destroy()
# End loop each bone
# Restore original FKIK value
hou.pwd().parm('fkikblend').setPending(oldFKIK)
def techrig_matchFKtoIK():
ikSolver = hou.pwd().node(hou.pwd().evalParm('kinsolver'))
startBone = hou.pwd().node(hou.pwd().evalParm('startbone'))
endBone = hou.pwd().node(hou.pwd().evalParm('endbone'))
if ikSolver == None:
return
if startBone == None:
return
if endBone == None:
return
# Store old FKIK Value, and set to IK (=1)
oldFKIK = hou.pwd().evalParm('fkikblend')
hou.pwd().parm('fkikblend').setPending(1)
# Loop each bone
currentBone = endBone
done = 0
while not done:
# get the FKControl of the bone
fkControl = hou.node('../' + currentBone.name() + ‘_FKControl’)
# create a tempBone to store the bone's world transform data when Blend=1
parentNode = currentBone.parent()
tempBone = parentNode.createNode('bone')
tempBone.setFirstInput(currentBone)
tempBone.parm('tz').set(currentBone.evalParm('length'))
tempBone.parm('keeppos').set(1)
tempBone.setFirstInput(None)
tempBoneTransform = tempBone.worldTransform()
# override the world transform of FKControl of the bone
fkControl.setWorldTransform(tempBoneTransform)
if currentBone == startBone:
done = 1
else:
currentBone = currentBone.inputs()
tempBone.destroy()
# End loop each bone
# Restore original FKIK value
hou.pwd().parm('fkikblend').setPending(oldFKIK)
Edited by JiaHoJian - May 10, 2017 10:27:41
Technical Discussion » Acessing IK Bone's Rotation Inside Subnet
- JiaHoJian
- 21 posts
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Technical Discussion » Acessing IK Bone's Rotation Inside Subnet
- JiaHoJian
- 21 posts
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arctor
'chop(“../KIN_Chops/'
if you put the bone into a subnet this path will have to update
I thought ‘../KIN_Chops/’ meant “going up and finding a thing called KIN_Chops”, so it wouldn't matter wherever it is.
I'm still trying to find the answer.
Technical Discussion » Acessing IK Bone's Rotation Inside Subnet
- JiaHoJian
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I set the Blend of my IK bones to zero, so they become FK bones momentarily. Then, I move the end affector. Since I set the Blend to zero, the bones won't move. Now I want to match the rotation of the bones to their IK state (Blend = 1) while still maintain FK mode. So I create a Python script, set the Blend to 1 temporarily, then obtain their rotations like this:
rx = hou.hscriptExpression('chop(“../KIN_Chops/'+ ikSolver.name() + ‘/’ + currentBone.name() + ‘:rx”)’)
ry = hou.hscriptExpression('chop(“../KIN_Chops/'+ ikSolver.name() + ‘/’ + currentBone.name() + ‘:ry”)’)
rz = hou.hscriptExpression('chop(“../KIN_Chops/'+ ikSolver.name() + ‘/’ + currentBone.name() + ‘:rz”)’)
Then I override the rotations of FK controls of the bones, set the Blend back to zero, it works.
But now I want to bundle all my things into a subnet because I want to export it to game engine, it won't work. The rx, ry, rz values are all zeros, so the bones simply go back to their initial state. I also set the Export Prefix of IKSolver to ‘../..’, so it won't pop up error saying that it references outside the subnet.
How do I achieve the same result inside subnet?
rx = hou.hscriptExpression('chop(“../KIN_Chops/'+ ikSolver.name() + ‘/’ + currentBone.name() + ‘:rx”)’)
ry = hou.hscriptExpression('chop(“../KIN_Chops/'+ ikSolver.name() + ‘/’ + currentBone.name() + ‘:ry”)’)
rz = hou.hscriptExpression('chop(“../KIN_Chops/'+ ikSolver.name() + ‘/’ + currentBone.name() + ‘:rz”)’)
Then I override the rotations of FK controls of the bones, set the Blend back to zero, it works.
But now I want to bundle all my things into a subnet because I want to export it to game engine, it won't work. The rx, ry, rz values are all zeros, so the bones simply go back to their initial state. I also set the Export Prefix of IKSolver to ‘../..’, so it won't pop up error saying that it references outside the subnet.
How do I achieve the same result inside subnet?
Edited by JiaHoJian - May 9, 2017 14:57:48
Technical Discussion » Unable to move IK bones
- JiaHoJian
- 21 posts
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friedasparagus
I think you're got ‘Bone Kinematics Override’ set to ‘Capture Pose’… Try going to Edit > Objects and select ‘None’ under Bone Kinematic Override.
Thanks, You are right!
Technical Discussion » Unable to move IK bones
- JiaHoJian
- 21 posts
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Technical Discussion » Unable to move IK bones
- JiaHoJian
- 21 posts
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I am unable to move IK bones by moving the end affector. I have recorded a video to demonstrate this issue. Am I missing something?
Technical Discussion » Digital Asset not Loading into Unity. Even thou I bought a Houdini Indie (Limited Commercial) Licence
- JiaHoJian
- 21 posts
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I am also struggling with this problem. Do you successfully remove the 30-day trial version? How to do that?
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