After much further digging its the UV's causing the problem, deleting all UV attributes then problem goes away. so definately its an issue with Unreal engine 5.4 inmport end of the equation. Its a funny old game to get increasing vertices (points) every iteration doing a round trip from houdini > unreal > Houdini > unreal again. different settings with smoothing groups and various import FBX options with creating or not normals and tangents gave varying vertex count results, but this is an Unreal problem. normally(ha get it?) its not an issue for just an exported skeleton mesh to work as is, but in this case I needed the skeleton mesh vertices count to match EXACTLY another exported alembic file from Houdini, to train the ML Deformer correctly
so the training worked in the end ONLY if I made the alembic file from a point deformed version of the skeleton mesh via Houdini > Unreal > Houdini. it doesnt work from the orig Houdini export as the vertices ID number is different also so the deltas were WAY out of whack.
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Houdini for Realtime » Unreal skeletal mesh export/import/export
- Rob Chapman
- 53 posts
- Online
Houdini for Realtime » Unreal skeletal mesh export/import/export
- Rob Chapman
- 53 posts
- Online
omg, trying to train unreal engine skeleton mesh with muscle and tissue sims made in houdini and the round trip FBX Unreal > FBX houdini > FBX Unreal - I get 2 extra vertices (points) added in unreal engine (5.4)
Whilst everything imports OK the ML deformer training data needs the vertices count to match up between the FBX and the ground truth alembic geoemtry cache of the muscle sim...
this is an impossible situation. changing some of the FBX import settings in unreal I get varying amounts of vertices each time (generate normals, compute normals, preserve smoothing groups etc), the only way it seems to work is re-export the FBX from unreal - use this for the pose deformed muscle sim, and DO NOT REIMPORT to use as training data otherwise I get 2 extra verts added. OUCH!
Whilst everything imports OK the ML deformer training data needs the vertices count to match up between the FBX and the ground truth alembic geoemtry cache of the muscle sim...
this is an impossible situation. changing some of the FBX import settings in unreal I get varying amounts of vertices each time (generate normals, compute normals, preserve smoothing groups etc), the only way it seems to work is re-export the FBX from unreal - use this for the pose deformed muscle sim, and DO NOT REIMPORT to use as training data otherwise I get 2 extra verts added. OUCH!
Houdini Learning Materials » Muscles, Tissues & Skin examples houdini 20
- Rob Chapman
- 53 posts
- Online
just found this...
with a link to capybara all muscled up correctly with Franken muscles in houdini 20 hip, google drive file link in the description !
with a link to capybara all muscled up correctly with Franken muscles in houdini 20 hip, google drive file link in the description !
Edited by Rob Chapman - April 13, 2024 17:30:14
Houdini Learning Materials » Muscles, Tissues & Skin examples houdini 20
- Rob Chapman
- 53 posts
- Online
Hey Sidefx folks, am in a bit of limbo for current correct methods in using latest muscles, tissues and skin tools in houdini 20. there is very little info out there and so am requested some please!
I found this on the conent library as the latest muscle example setups
but its very much specific for houdini 19.0.568 ... and it seems things have changed considerably in tools, workflow techniques and simulation methods. this is a pretty ugly way to digest the already outdated info on this giant wall of text inside the multiple postit notes! but at least it was the luxury of a working scene wired as intended! which is better than nothing.
tantalisingly this was released a week or so ago
with snippets and further info along how to wire all these up together as a broad outline whole but nothing regarding an actual scene or working example setup with the methods outlined above? I cant seem to find anything except older example setups of muscles ,tissue and skin and as a new learner to the topic am somewhat confused on where best to begin
ideally can we not have this example up to date scene being used in v20 demos? its been out over 5 months already now and nothing new regarding working examples of these all together in one scene or character.
or the very least the capybara test geometry with bones, muscles and skin wired up in the latest methods in houdini 20 already? Im at a loss between where start learning to plug what into where and which way it should be plugged with so many different ways to do it right now!
ideally like this?
from the video above.
I found this on the conent library as the latest muscle example setups
but its very much specific for houdini 19.0.568 ... and it seems things have changed considerably in tools, workflow techniques and simulation methods. this is a pretty ugly way to digest the already outdated info on this giant wall of text inside the multiple postit notes! but at least it was the luxury of a working scene wired as intended! which is better than nothing.
tantalisingly this was released a week or so ago
with snippets and further info along how to wire all these up together as a broad outline whole but nothing regarding an actual scene or working example setup with the methods outlined above? I cant seem to find anything except older example setups of muscles ,tissue and skin and as a new learner to the topic am somewhat confused on where best to begin
ideally can we not have this example up to date scene being used in v20 demos? its been out over 5 months already now and nothing new regarding working examples of these all together in one scene or character.
or the very least the capybara test geometry with bones, muscles and skin wired up in the latest methods in houdini 20 already? Im at a loss between where start learning to plug what into where and which way it should be plugged with so many different ways to do it right now!
ideally like this?
from the video above.
Mardini 2024 » Iron Heart Submissions
- Rob Chapman
- 53 posts
- Online
Day (thankfully its over) only a few lates, but a submission for every day earned my iron heart medal
first time Mardini entrant, congrats to all the players and to sideFX for running a neat creative competition
first time Mardini entrant, congrats to all the players and to sideFX for running a neat creative competition
Mardini 2024 » Day 30 | SideFX Labs | Region from Image | Image
- Rob Chapman
- 53 posts
- Online
Day 30 region from image
oops was late and forgot to submit my entry for this day - doing it now for the iron heart sheet
nodes used
oops was late and forgot to submit my entry for this day - doing it now for the iron heart sheet
nodes used
Mardini 2024 » Day 31 | SideFX Labs | Edge Smooth | Animation
- Rob Chapman
- 53 posts
- Online
Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Animation
- Rob Chapman
- 53 posts
- Online
Technical Discussion » Epic's ML deformer example training hip file from sidefx
- Rob Chapman
- 53 posts
- Online
OK so if I just ignore the PDG setup everything appears to work OK in the OBJ context, so its some problem with the Tasks / Tops / PDG logic setup that is failing / crashing. great! Im not skilled enough to debug the PDGs yet but at least I can move forward with using the bone / muscle / tissue sims provided.
Mardini 2024 » Day 28 | SideFX Labs | Simple Rope Wrap | Animation
- Rob Chapman
- 53 posts
- Online
Technical Discussion » Epic's ML deformer example training hip file from sidefx
- Rob Chapman
- 53 posts
- Online
Hello folks,
I'm trying to run the hip file that comes with the ML_Deformer plugin example project from Epic and specifically the training data muscle and tissue simulation from the sidefx example hip found in the artsource zip 'Mio_muscle_setup.hip'
Im trying to run this in hou20.x and the muscle sim goes through fine on the top network/PDG but the tissue sim keeps failing on the last set of tasks in each row.
Question 1. is it very sensitive to Houdini version? I see there is a big red sticky note with houdini version 19.5.534
Question 2. what are the changes I need to make to the tissue simulation settings in order to make this work (not fail) in houdini v20.x?
notes: I found this: Applies TO V19.0.496 , my question is related V19.5.534 > V20.X
Warning
For Muscle & Tissue set-ups and their .hip files that were created in Houdini v19.0.496 or earlier, please increase the following parameter values by the advised amounts as the recently introduced Scale-Invariant ARAP method will apply stiffness values more accurately with respect to the area of triangles and the volume of tetrahedra:
Muscle Properties SOP
Shape Stiffness parameter: Increase value by 10-100 times.
Fiber Strength parameter: Increase value by 2-10 times.
Tissue Properties SOP Shape Stiffness parameters: Increase values by 10-100 times.
Skin Properties SOP Shape Stiffness parameters: Increase values by 10-100 times.
I'm trying to run the hip file that comes with the ML_Deformer plugin example project from Epic and specifically the training data muscle and tissue simulation from the sidefx example hip found in the artsource zip 'Mio_muscle_setup.hip'
Im trying to run this in hou20.x and the muscle sim goes through fine on the top network/PDG but the tissue sim keeps failing on the last set of tasks in each row.
Question 1. is it very sensitive to Houdini version? I see there is a big red sticky note with houdini version 19.5.534
Question 2. what are the changes I need to make to the tissue simulation settings in order to make this work (not fail) in houdini v20.x?
notes: I found this: Applies TO V19.0.496 , my question is related V19.5.534 > V20.X
Warning
For Muscle & Tissue set-ups and their .hip files that were created in Houdini v19.0.496 or earlier, please increase the following parameter values by the advised amounts as the recently introduced Scale-Invariant ARAP method will apply stiffness values more accurately with respect to the area of triangles and the volume of tetrahedra:
Muscle Properties SOP
Shape Stiffness parameter: Increase value by 10-100 times.
Fiber Strength parameter: Increase value by 2-10 times.
Tissue Properties SOP Shape Stiffness parameters: Increase values by 10-100 times.
Skin Properties SOP Shape Stiffness parameters: Increase values by 10-100 times.
Edited by Rob Chapman - March 28, 2024 12:37:29
Mardini 2024 » Day 27 | SideFX Labs | Chaotic Shapes | Animation
- Rob Chapman
- 53 posts
- Online
Mardini 2024 » Day 26 | SideFX Labs | Edge Damage | Image
- Rob Chapman
- 53 posts
- Online
Mardini 2024 » Day 25 | SideFX Labs | Simple Shapes | Image
- Rob Chapman
- 53 posts
- Online
Day 25 simple shape
Nodes
** edit ** intention was this render but ran out of time to finish so entered the still image. bonus mpg this time added on after time deadline so still a still image entry
Nodes
** edit ** intention was this render but ran out of time to finish so entered the still image. bonus mpg this time added on after time deadline so still a still image entry
Edited by Rob Chapman - March 26, 2024 02:37:29
Mardini 2024 » Day 24 | Character | Crowd Motion Path | Animation
- Rob Chapman
- 53 posts
- Online
Day 24 Crowd Motion Path
Quixel Bridge for the terrain, Epic marrketplace free african wild animal pack for the FBX zebras and anim clips
Nodes
Quixel Bridge for the terrain, Epic marrketplace free african wild animal pack for the FBX zebras and anim clips
Nodes
Mardini 2024 » Day 23 | Character | Feather Template | Image
- Rob Chapman
- 53 posts
- Online
Mardini 2024 » Day 22 | Character | Hair Generation | Image
- Rob Chapman
- 53 posts
- Online
Day 22 Hair Generation Sop
went for a modern 2024 jellyfish cut.. realized Im not a hair stylist!
Nodes
went for a modern 2024 jellyfish cut.. realized Im not a hair stylist!
Nodes
Mardini 2024 » Day 21 | Character | Vellum Configure Cloth | Animation
- Rob Chapman
- 53 posts
- Online
Day 21 - Vellum configure cloth
nodes
(edit: oops attached wrong node capture - reatached the correct one!)
nodes
(edit: oops attached wrong node capture - reatached the correct one!)
Edited by Rob Chapman - March 22, 2024 03:04:32
Mardini 2024 » Day 20 | Character | Ragdoll Solver SOP | Animation
- Rob Chapman
- 53 posts
- Online
Mardini 2024 » Day 19 | Character | Joint Capture Biharmonic | Animation
- Rob Chapman
- 53 posts
- Online
Day 19 Joint Capture Biharmonics sop
Viewport capture - didnt have time to render
Rig pose deform Cappy onto ring
Old school ocean deform cappy & ring together with just 4 points and a ray sop
Viewport capture - didnt have time to render
Rig pose deform Cappy onto ring
Old school ocean deform cappy & ring together with just 4 points and a ray sop
Edited by Rob Chapman - March 19, 2024 20:31:53
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