Does anyone know a way to read the channels from a file CHOP separately?
I want to read in the mocap bclip channels then move them with a math CHOP to start at 0. Any tips on how to do this?
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Technical Discussion » Motion Capture conversion
- Justin Bloomer
- 13 posts
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Technical Discussion » Motion Capture conversion
- Justin Bloomer
- 13 posts
- Offline
Okay, I found that and got it to work. Now my next question is this. Is there a way to clean up the bclip data, so that the rig starting rotations are the defaults and the rest of the motion data is based on that?
Right now it brings in a rig and all the bones have weird rotations on them, so if I want to apply the motion data to my own rig it won't work. Is there a process to go by that would work?
Right now it brings in a rig and all the bones have weird rotations on them, so if I want to apply the motion data to my own rig it won't work. Is there a process to go by that would work?
Technical Discussion » Motion Capture conversion
- Justin Bloomer
- 13 posts
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Hello all,
I am currently trying to apply motion capture data, but have run into a slight problem. I have the .bvh files and I want to run the mcbiovision command so it can convert into the files read by houdini. However, I am using a Windows computer and it does not recognize a command like that on the command prompt, the terminal for windows.
Is there a path I need to set or some other step I need to do to make the command prompt recognize and able to run this command?
Please help, kinda urgent.
I am currently trying to apply motion capture data, but have run into a slight problem. I have the .bvh files and I want to run the mcbiovision command so it can convert into the files read by houdini. However, I am using a Windows computer and it does not recognize a command like that on the command prompt, the terminal for windows.
Is there a path I need to set or some other step I need to do to make the command prompt recognize and able to run this command?
Please help, kinda urgent.
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Justin Bloomer
- 13 posts
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digitallysaneJustin Bloomer
So on the InverseKin CHOP, un-check “Single Frame” on Channel tab and then set the Export flag on the node (all this makes sense if your kinematic chain is animated).
Back to your bones, you'll see that they now have Rotations exported from CHOPs.
In the Animation Editor, make sure that View>Draw CHOP Exports is checked.
Select all segments in the Channel Editor then Edit>Bake Keyframes…
Check everything and at the bottom choose Bake, Disable… or whatever is useful for you.
Alright so I did this, but on my bones they do not show the rotations exported from the CHOP network. Do I need to assign it to the bone's rotation somehow?
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Justin Bloomer
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That is the main reason why I started the thread here, since the workflow from Houdini to UE4 is not defined when it comes to making a character for a game engine. But i have also started a thread in the UE4 threads but not much help there.
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Justin Bloomer
- 13 posts
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Okay so I have been testing just exporting a bone rig with animations on the bones. The fbx works when I test in Maya, it shows the bones animating and the mesh deforms correctly, but when I bring it into UE4 only the joints are animating and the mesh is not deforming. Any ideas as to why this would happen?
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Justin Bloomer
- 13 posts
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Hello digitallysane,
Would I have to bake all the channels for each InverseKin? Or do you have a little tutorial on how to do this?
Would I have to bake all the channels for each InverseKin? Or do you have a little tutorial on how to do this?
Edited by - Nov. 2, 2015 17:28:10
Technical Discussion » Make a spline rig
- Justin Bloomer
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I am attempting to make a spline spine rig. I am still trying to figure out if there is a way to call the create bones from curve tool in script. Other than that is there a way to modify the curve object with null objects, like the clusters in Maya? Or if there is a better way to go about this too, any feedback or help is appreciated.
Houdini Lounge » How to call the Bones from Curve Tool in python script
- Justin Bloomer
- 13 posts
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I am trying to call the bones from curve tool using a python sop node. I looked at how it is being called/defined in the python shell but there doesn't seem to be much documentation over it as a hou.Tool. Any ideas or advice how to call the tool?
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Justin Bloomer
- 13 posts
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Okay, then is there some where that shows how to bake the animation of a character in Houdini. Cause that is the end goal, I want to import the mesh and have animations applied to it in UE4. The problem is that it only captures the controls animation and not its influence on the bound skin.
Technical Discussion » Exporting Character Rig To Unreal 4.8 as FBX
- Justin Bloomer
- 13 posts
- Offline
Hello,
I am attempting to export my character as an fbx to be used in UE4. My character has a rig with Kinematics and controllers on him. When I export it makes all of my controls into joints/bones in UE4 and similarly when I import it into Houdini. Is it only possible to export animations on bones only and not be able to use controls to animate?
I am attempting to export my character as an fbx to be used in UE4. My character has a rig with Kinematics and controllers on him. When I export it makes all of my controls into joints/bones in UE4 and similarly when I import it into Houdini. Is it only possible to export animations on bones only and not be able to use controls to animate?
Technical Discussion » Pose Library Error with original rig
- Justin Bloomer
- 13 posts
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I am trying to use the pose library for my own character rig. So far it will capture the poses just fine, but when I try to use them it keeps throwing an error about there being constraints or something. The only thing I have are IKs but it shouldn't have a problem with those right?
Any help is appreciated.
Any help is appreciated.
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