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Technical Discussion » How to snap the angle of rotation?
- azeroc
- 16 posts
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With rotate handle selected, hit P in Scene View, set the angle in Handle Dialogs, and pressing Ctrl while rotating will angle rotate based on that angle.
Technical Discussion » Cleaning motion captured animation curve?
- azeroc
- 16 posts
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Thank you for the detailed answer. It's exactly what I needed and it works great.
I'm using iphonex to track the face expressions and that comes out as blend shapes but I'm using nulls constraint to surface and then bake the constraint on those nulls so I get the keyframes and now everything is more manageable since I can simplify the animation curve.
I'm using iphonex to track the face expressions and that comes out as blend shapes but I'm using nulls constraint to surface and then bake the constraint on those nulls so I get the keyframes and now everything is more manageable since I can simplify the animation curve.
Edited by azeroc - May 20, 2019 12:27:56
Technical Discussion » Cleaning motion captured animation curve?
- azeroc
- 16 posts
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Hey,
I'm working with some motion captured data, since Houdini doesn't have a retargeting feature, the only way I could managed some sort of retargeting is by using blend constraint and bake the constrain in order to have the animation transferred.
Now, the animation comes ofc on each keyframe and I want to simplify the animation curve by reducing the keyframes. In 3ds max there is this option of simplifying the curve but I couldn't find anything similar in Houdini.
Is there something that I can use to achieve that?
Thanks
I'm working with some motion captured data, since Houdini doesn't have a retargeting feature, the only way I could managed some sort of retargeting is by using blend constraint and bake the constrain in order to have the animation transferred.
Now, the animation comes ofc on each keyframe and I want to simplify the animation curve by reducing the keyframes. In 3ds max there is this option of simplifying the curve but I couldn't find anything similar in Houdini.
Is there something that I can use to achieve that?
Thanks
Technical Discussion » Subnet references Error while editing HDA parameters
- azeroc
- 16 posts
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Technical Discussion » Subnet references Error while editing HDA parameters
- azeroc
- 16 posts
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Hi everyone,
I'm working on a character rig HDA and I got to the point where I want to add the parameters for the control rig. The HDA is already set up, seems it's working when I'm importing it in other hip file.
But, each time I want to add new parameters to the HDA I get “The selected subnet has references to nodes outside the subnet” error. I double and triple checked to see if the path are relative for those specific nodes from the error and some of them don't even have constraints on them (the error is about not properly resolving constraints nodes) and other ones which have constraints do have relative path using ../
Has anyone else encounter this situation? Is there a fix to this cause as I mentioned I get this error each time I want a new parameter added to the HDA and then I get Houdini internal error.
Thanks in advance!
I'm working on a character rig HDA and I got to the point where I want to add the parameters for the control rig. The HDA is already set up, seems it's working when I'm importing it in other hip file.
But, each time I want to add new parameters to the HDA I get “The selected subnet has references to nodes outside the subnet” error. I double and triple checked to see if the path are relative for those specific nodes from the error and some of them don't even have constraints on them (the error is about not properly resolving constraints nodes) and other ones which have constraints do have relative path using ../
Has anyone else encounter this situation? Is there a fix to this cause as I mentioned I get this error each time I want a new parameter added to the HDA and then I get Houdini internal error.
Thanks in advance!
Edited by azeroc - May 13, 2019 03:53:09
Technical Discussion » Rigging series - Arm IK/FK switch bug
- azeroc
- 16 posts
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Found the solution.
Needed to add two blends for the constraintblend node. First blend 0, second 1 - FK is active, First blend 1, second 0 - IK moves. This needs to be for both arm bones.
Needed to add two blends for the constraintblend node. First blend 0, second 1 - FK is active, First blend 1, second 0 - IK moves. This needs to be for both arm bones.
Technical Discussion » Can I add the second/third uv in Houdini?
- azeroc
- 16 posts
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Yes, you can. For example, if you put a UVUnwrap node, you'll see UV Attribute which is set to UV. That is basically the uv channel. Add another UVUnwrap node after the first one and put another name for the UV Attribute of it, UV2 for example. Export it to Unreal for example and you'll see both UV channels.
As stated previously, the UV Attribute parameter is present for most of the UV tools.
As stated previously, the UV Attribute parameter is present for most of the UV tools.
Technical Discussion » Rigging series - Arm IK/FK switch bug
- azeroc
- 16 posts
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Hi. I'm on the latest production build of Houdini, 17.5.229. I followed the rigging series by Michael Goldfarb and on part 3 - Arms, minute 34 there seems to be known bug regarding the constraints blend when making the IK/FK switch. The bug is stated as being fixed but it's still there as others have pointed the same issue.
Basically the IK, after that blend constraints is made and set to 0, by translating it rotates the L_arm_bone_2 (forearm), not acting like an IK is supposed to. And also the FK is not working anymore, even if the blend is put back to 1 (switching to IK).
Any solutions on that are appreciated. Thank you!
Basically the IK, after that blend constraints is made and set to 0, by translating it rotates the L_arm_bone_2 (forearm), not acting like an IK is supposed to. And also the FK is not working anymore, even if the blend is put back to 1 (switching to IK).
Any solutions on that are appreciated. Thank you!
Technical Discussion » GameDev PBR shader issues in viewport display?
- azeroc
- 16 posts
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Hi everyone,
First of all sorry for posting also in here, I posted the same message in the Indie channel but I thought that the Technical discussions one has more “traffic” so maybe someone can help me with this issue.
Has anyone managed to get the GameDev PBR shader working properly? It's a bit of a miss and match the way roughness reacts and it's not showing properly as it's showing in Substance Painter or Unreal 4 for example.
When I assign the roughness texture, the values are way off (tried changing the Roughness slider) and I can't seem to get it to look as it's supposed to. Tried also using the GameDev Quick Material and the Principled Shader but they react the same. Oh, and every time I'm using the GameDev PBR Shader, I'm getting the same error “Bad parameter reference: “reflecttint” in parameter /obj/matnet1/mat_gamedev_shader1/specular_tint. ”
And also, the normal map seems it's not calculated properly (I flipped the Y value ofc), in evey other application the normal map looks ok but in Houdini I'm getting some areas of the model that only by flipping the X value fixes them but then all the other areas are messed up.
Can anyone help me, please, with this issue?
Thank you
First of all sorry for posting also in here, I posted the same message in the Indie channel but I thought that the Technical discussions one has more “traffic” so maybe someone can help me with this issue.
Has anyone managed to get the GameDev PBR shader working properly? It's a bit of a miss and match the way roughness reacts and it's not showing properly as it's showing in Substance Painter or Unreal 4 for example.
When I assign the roughness texture, the values are way off (tried changing the Roughness slider) and I can't seem to get it to look as it's supposed to. Tried also using the GameDev Quick Material and the Principled Shader but they react the same. Oh, and every time I'm using the GameDev PBR Shader, I'm getting the same error “Bad parameter reference: “reflecttint” in parameter /obj/matnet1/mat_gamedev_shader1/specular_tint. ”
And also, the normal map seems it's not calculated properly (I flipped the Y value ofc), in evey other application the normal map looks ok but in Houdini I'm getting some areas of the model that only by flipping the X value fixes them but then all the other areas are messed up.
Can anyone help me, please, with this issue?
Thank you
Edited by azeroc - April 20, 2019 19:04:15
Houdini Engine for Unreal » Cant Export Blend Shape To UE4
- azeroc
- 16 posts
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https://www.youtube.com/watch?v=iTFTm0cUMyg&feature=youtu.be [www.youtube.com]
Quick tutorial I put together regarding blendshapes and export to UE4. Maybe will help
Quick tutorial I put together regarding blendshapes and export to UE4. Maybe will help
Houdini Indie and Apprentice » GameDev PBR shader issues?
- azeroc
- 16 posts
- Offline
Hi there,
Has anyone managed to get the GameDev PBR shader working properly? It's a bit of a miss and match the way roughness reacts and it's not showing properly as it's showing in Substance Painter or Unreal 4 for example.
When I assign the roughness texture, the values are way off (tried changing the Roughness slider) and I can't seem to get it to look as it's supposed to. Tried also using the GameDev Quick Material and the Principled Shader but they react the same. Oh, and every time I'm using the GameDev PBR Shader, I'm getting the same error "Bad parameter reference: “reflecttint” in parameter /obj/matnet1/mat_gamedev_shader1/specular_tint. "
And also, the normal map seems it's not calculated properly (I flipped the Y value ofc), in evey other application the normal map looks ok but in Houdini I'm getting some areas of the model that only by flipping the X value fixes them but then all the other areas are messed up.
Maybe someone has been dealing with some of this issues?
Cheers
Has anyone managed to get the GameDev PBR shader working properly? It's a bit of a miss and match the way roughness reacts and it's not showing properly as it's showing in Substance Painter or Unreal 4 for example.
When I assign the roughness texture, the values are way off (tried changing the Roughness slider) and I can't seem to get it to look as it's supposed to. Tried also using the GameDev Quick Material and the Principled Shader but they react the same. Oh, and every time I'm using the GameDev PBR Shader, I'm getting the same error "Bad parameter reference: “reflecttint” in parameter /obj/matnet1/mat_gamedev_shader1/specular_tint. "
And also, the normal map seems it's not calculated properly (I flipped the Y value ofc), in evey other application the normal map looks ok but in Houdini I'm getting some areas of the model that only by flipping the X value fixes them but then all the other areas are messed up.
Maybe someone has been dealing with some of this issues?
Cheers
Houdini Engine for Unreal » Rig with Blendshapes export to Unreal - Youtube Tutorial
- azeroc
- 16 posts
- Offline
HI everyone,
I just put together a quick tutorial on how to setup a basic rig with blendshapes, animate that blendshape with a controller and export everything to Unreal 4 so you only get just the bones and blendshape and not all the controls that are converted to bones in Unreal.
https://www.youtube.com/watch?v=iTFTm0cUMyg&feature=youtu.be [www.youtube.com]
Hope it helps.
Cheers
I just put together a quick tutorial on how to setup a basic rig with blendshapes, animate that blendshape with a controller and export everything to Unreal 4 so you only get just the bones and blendshape and not all the controls that are converted to bones in Unreal.
https://www.youtube.com/watch?v=iTFTm0cUMyg&feature=youtu.be [www.youtube.com]
Hope it helps.
Cheers
Edited by azeroc - April 12, 2019 04:29:10
Technical Discussion » Blend shapes with bones animation.
- azeroc
- 16 posts
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azerocMcNistorThanks,
Put the blendshape node right before the bone deform node.
It worked for Houdini, it appears properly but now it's doing the opossite in Unreal, it's not being added as additive (compared to the previous setup where it appeared properly in Unreal)
Ok, quick edit note: Don't know why but for some reason overwriting existing fbx files after those changes it somehow messed the entire fbx. Exported as a new fbx and it worked also for Unreal.
So, finally SUCCESS.
Technical Discussion » Blend shapes with bones animation.
- azeroc
- 16 posts
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McNistorThanks,
Put the blendshape node right before the bone deform node.
It worked for Houdini, it appears properly but now it's doing the opossite in Unreal, it's not being added as additive (compared to the previous setup where it appeared properly in Unreal)
Technical Discussion » Blend shapes with bones animation.
- azeroc
- 16 posts
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goldfarbHi Michael, of course.
can you upload your test scene?
There are two subnetworks in there, geo_rig and geo_CtrlRig. geo_CtrlRig contains the driver for blendshape. I'm having them like that because I export them both to unreal, geo_rig is exported for the mesh and skeleton and geo_CtrlRig is exported for the animations.
Thank you
Edited by azeroc - April 11, 2019 15:16:57
Technical Discussion » Blend shapes with bones animation.
- azeroc
- 16 posts
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Hi everyone! First of I just want to start by saying I'm new to Houdini so please abre with me
I'm doing some tests with blendshapes and bones on a simple sphere. Created 3 bones, captured the sphere (biharmonic is amazing btw), duplicated the sphere object, deformed it a bit with a mountain SOP, added the blendshape node before the capture ones, set it to be driven by an null which is the control.
After this I animated the bones and animated the control(null). The interesting part comes now. In Houdini, the blendshape doesn't show only when the blendshape node is set to visible and it's not additive, so even if the bones are animated and move the sphere into a position, the blendshape moves them back to the original position of the object. But, when I export it to Unreal, everything acts as it's supposed to do, the blendshape is additive on top of the animation.
How can this be and how can I have it to show properly in Houdini?
Thank you and sorry for the long description.
I'm doing some tests with blendshapes and bones on a simple sphere. Created 3 bones, captured the sphere (biharmonic is amazing btw), duplicated the sphere object, deformed it a bit with a mountain SOP, added the blendshape node before the capture ones, set it to be driven by an null which is the control.
After this I animated the bones and animated the control(null). The interesting part comes now. In Houdini, the blendshape doesn't show only when the blendshape node is set to visible and it's not additive, so even if the bones are animated and move the sphere into a position, the blendshape moves them back to the original position of the object. But, when I export it to Unreal, everything acts as it's supposed to do, the blendshape is additive on top of the animation.
How can this be and how can I have it to show properly in Houdini?
Thank you and sorry for the long description.
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