Afternoon,
Following a tutorial by Kamil Hepner and the skeleton blend in 19.5 doesnt work like before.
I have deleted joints to make controls, used attachjointGeo with some circle splines as control shapes and used a rigpose node so i can animate pos and rotation. Added the skeletonblend node to mix the movement and nothing happens. In previous versions it worked fine so not sure what is new. Tried adjusting the weight value and world space toggle but no joy.
Is it a bug? Or just a new way to do things..
Anyone have any ideas?
Thanks,
Duncan
Found 26 posts.
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Houdini Indie and Apprentice » 19.5 skeleton blend not working like before
- captainbuckfish
- 26 posts
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Houdini Indie and Apprentice » Redshift ramp without UV
- captainbuckfish
- 26 posts
- Offline
Hi,
Using Redshift to render and wanted to use a RSRamp node but it only seems to work with UVs which my model doesnt have as its a large scan.
Other Nodes like the noise nodes create without needing UVS. Is there a way to use maybe the rest attribute?
As a work around I created a attribute wrangle and mapped Cd to the bounding box of the mesh. I brought this into Redshift using the color user data node, means I have to go out of the material network to alter that ramp which isnt so handy.
Can anyone advise on a better way? I suck when it comes to rendering so thats why currently trying to level up.
Many thanks
Using Redshift to render and wanted to use a RSRamp node but it only seems to work with UVs which my model doesnt have as its a large scan.
Other Nodes like the noise nodes create without needing UVS. Is there a way to use maybe the rest attribute?
As a work around I created a attribute wrangle and mapped Cd to the bounding box of the mesh. I brought this into Redshift using the color user data node, means I have to go out of the material network to alter that ramp which isnt so handy.
Can anyone advise on a better way? I suck when it comes to rendering so thats why currently trying to level up.
Many thanks
Technical Discussion » Scaling vellum objects so they start small and end big
- captainbuckfish
- 26 posts
- Offline
Evening,
I have a sim where vellum tetrahedral objects are brought in via the instance points emission type.
They are supposed to come from a small space at the start so I wanted to scale them from 0.1 of their size up to full size after a few frames.
Is there a way to scale vellum objects like during the sim or would you scale them after doing the sim?
I can make a simpler version of the scene if needed.
kind regards,
Duncan
I have a sim where vellum tetrahedral objects are brought in via the instance points emission type.
They are supposed to come from a small space at the start so I wanted to scale them from 0.1 of their size up to full size after a few frames.
Is there a way to scale vellum objects like during the sim or would you scale them after doing the sim?
I can make a simpler version of the scene if needed.
kind regards,
Duncan
Technical Discussion » KineFX creating a reverse foot
- captainbuckfish
- 26 posts
- Offline
Hi,
Trying to set up a reverse foot similar to how I learnt to do in Maya but running into some issues. The main issue is parenting and sorting the rig so it works as it should. In Maya I would parent a joint to another joint to get its orientation, then clean transforms and parent it back in the hierarchy but KineFX is very different. I am not used to the workflow yet but wont to understand it more.
I have attached the hip file of where I am at present. If anyone could advise it would be much appreciated.
Kind Regards,
Duncan
Trying to set up a reverse foot similar to how I learnt to do in Maya but running into some issues. The main issue is parenting and sorting the rig so it works as it should. In Maya I would parent a joint to another joint to get its orientation, then clean transforms and parent it back in the hierarchy but KineFX is very different. I am not used to the workflow yet but wont to understand it more.
I have attached the hip file of where I am at present. If anyone could advise it would be much appreciated.
Kind Regards,
Duncan
Houdini Indie and Apprentice » New volume sourcing in pyro vs gas fields
- captainbuckfish
- 26 posts
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So I watched the old illume video on pyro tricks by Jeff and he worked using gas particle to field. Now we have the new pyro node and source atts workflow is there any reason to use this type of workflow?
Don't want to start delving into it if its outdated.
Cheers,
Duncan
Don't want to start delving into it if its outdated.
Cheers,
Duncan
Houdini Indie and Apprentice » Why are materials and textures in Houdini so hard to use!!?
- captainbuckfish
- 26 posts
- Offline
Hi,
Frustrated with this now, should be a simple job. Can do in a few clicks in C4D.
I have a tiff sequence from afx, its an animated logo. Want to overlay this onto a mesh that has a texture applied already.
Tried using the Principled shader to add the texture but cant move the texture around over the mesh without messing about adding Transform Matrix and UV position.
Anybody have any examples of adding decals to models in Houdini as this is really annoying me now.
Cheers
Frustrated with this now, should be a simple job. Can do in a few clicks in C4D.
I have a tiff sequence from afx, its an animated logo. Want to overlay this onto a mesh that has a texture applied already.
Tried using the Principled shader to add the texture but cant move the texture around over the mesh without messing about adding Transform Matrix and UV position.
Anybody have any examples of adding decals to models in Houdini as this is really annoying me now.
Cheers
Houdini Learning Materials » FEM/Vellum muscle workflows
- captainbuckfish
- 26 posts
- Offline
After watching Framestores Creatures & Houdini Production Talk and seeing the awesome muscle systems in place there I really wish there was more information about muscle workflows.
Not much known about the tissue solver, wondering if new workflows will be born from vellum seeing how FEM is quite slow for most tasks.
I hope there will be more talks, tutorials about muscle systems.
Any resources people can point mew in the direction of to get more information?
Not much known about the tissue solver, wondering if new workflows will be born from vellum seeing how FEM is quite slow for most tasks.
I hope there will be more talks, tutorials about muscle systems.
Any resources people can point mew in the direction of to get more information?
Houdini Indie and Apprentice » Muscle system and fbx animations
- captainbuckfish
- 26 posts
- Offline
Hi hope someone can shed light on this.
making animations in Akeytsu to test the muscle system in Houdini. Exported fbx from Akeytsu and brought into Houdini, everything working fine.
Created stoke muscles and attached to bones but when I displace the mesh i get errors on the geometry. Also the muscle centres seem to be out of place from where the muscles are?
What am I doing wrong here?
Hip attached
Many thanks,
Duncan
making animations in Akeytsu to test the muscle system in Houdini. Exported fbx from Akeytsu and brought into Houdini, everything working fine.
Created stoke muscles and attached to bones but when I displace the mesh i get errors on the geometry. Also the muscle centres seem to be out of place from where the muscles are?
What am I doing wrong here?
Hip attached
Many thanks,
Duncan
Houdini Indie and Apprentice » volume collision for particles and packed geo
- captainbuckfish
- 26 posts
- Offline
Good Evening,
I have used volume collisions for particles and pyro where you make a VDB and use a static solver using a proxy volume. This works great but I want to use the same approach with packed geo.
I tried the same approach but it doenst recognise the collision object. Is there something I have done wrong here or is this method not possible?
Kind Regards,
Duncan
I have used volume collisions for particles and pyro where you make a VDB and use a static solver using a proxy volume. This works great but I want to use the same approach with packed geo.
I tried the same approach but it doenst recognise the collision object. Is there something I have done wrong here or is this method not possible?
Kind Regards,
Duncan
Technical Discussion » Soft selection cluster
- captainbuckfish
- 26 posts
- Offline
Wish there was a simple way to do this. Suppose you could create your own tools that creates a falloff radius and then apply that to the transform but not sure exactly how you would work that out.
I created some geo objects and added a control sop inside so i could snap to the mesh. Nice to have a visual icon and then clean transforms for animation. I linked the soft transform to that position. I will only be moving not rotating the points about so this worked out ok.
Any pitfalls or issues using this method you can see?
I created some geo objects and added a control sop inside so i could snap to the mesh. Nice to have a visual icon and then clean transforms for animation. I linked the soft transform to that position. I will only be moving not rotating the points about so this worked out ok.
Any pitfalls or issues using this method you can see?
Technical Discussion » Soft selection cluster
- captainbuckfish
- 26 posts
- Offline
Hi,
Wanted to create some clusters using soft selections as the falloff is great. Tried to parent the transform info from the edit sop to a null so I had a visual controller. It works in the viewport and moves the soft selection but you cant keyframe this for use with animation as the edit SOP cant be animated or time dependant.
With the new tools coming in 16.5 for soft selection I thought it would be powerful to use for facial animation creating clusters.
How can this type of thing be done? Bones and Capture regions are so clunky to use, I just want to be able to select points, change the influence then translate these and keyframe.
Anybody have any insights into this?
I really want to use Houdini for rigging and anmation but I find I keep hitting problems…
Wish there were some up to date rigging and facial tutorials that were not auto rigging. Anybody making these please shout out so I know there might be help somewhere down the line.
Many Thanks,
Duncan
Wanted to create some clusters using soft selections as the falloff is great. Tried to parent the transform info from the edit sop to a null so I had a visual controller. It works in the viewport and moves the soft selection but you cant keyframe this for use with animation as the edit SOP cant be animated or time dependant.
With the new tools coming in 16.5 for soft selection I thought it would be powerful to use for facial animation creating clusters.
How can this type of thing be done? Bones and Capture regions are so clunky to use, I just want to be able to select points, change the influence then translate these and keyframe.
Anybody have any insights into this?
I really want to use Houdini for rigging and anmation but I find I keep hitting problems…
Wish there were some up to date rigging and facial tutorials that were not auto rigging. Anybody making these please shout out so I know there might be help somewhere down the line.
Many Thanks,
Duncan
Technical Discussion » Bendy Bones
- captainbuckfish
- 26 posts
- Offline
Awesome HIP files some great stuff in there and managed to get some good movement using your method.
When using standard curves instead of the path tool you dont get any twist on the spline. Looking at the pathCV thats created via the path tool I can see a CHOP network inside but there isnt any nodes in there? Whats happening here to create the twist?
When using standard curves instead of the path tool you dont get any twist on the spline. Looking at the pathCV thats created via the path tool I can see a CHOP network inside but there isnt any nodes in there? Whats happening here to create the twist?
Technical Discussion » Bendy Bones
- captainbuckfish
- 26 posts
- Offline
Hi,
Recently I have been getting to grips with Houdini's rigging tools. Finding information is quite limited or tutorials are from old versions so had several headaches getting things running.
I was interested in the Bendy Bones that can be seen in Blender, look very handy and I am sure these can be recrated in Houdini.
https://vimeo.com/181807778 [vimeo.com]
Anybody had any luck creating anything like this?
Will later versions of Houdini have a wider range of rigging tools?
Thanks,
Duncan
Recently I have been getting to grips with Houdini's rigging tools. Finding information is quite limited or tutorials are from old versions so had several headaches getting things running.
I was interested in the Bendy Bones that can be seen in Blender, look very handy and I am sure these can be recrated in Houdini.
https://vimeo.com/181807778 [vimeo.com]
Anybody had any luck creating anything like this?
Will later versions of Houdini have a wider range of rigging tools?
Thanks,
Duncan
Houdini Indie and Apprentice » Installing Python scripts in Houdini 16
- captainbuckfish
- 26 posts
- Offline
Seems endless the pitfalls of doing this…
going through the 3DBuzz stretchy IK tutorial and having issues with the end section
stretchRatioParm = hou.FloatParmTemplate('stretchRatio', ‘Stretch Ratio’, 1)
startBone.addSpareParmTuple(stretchRatioParm, (“Stretchy IK”, ))
Issue seems to be with these lines.
Error is
Traceback (most recent call last):
File “stretchyIK”, line 85, in <module>
File “stretchyIK”, line 14, in techrig_stretchyIK_Tool
File “stretchyIK”, line 54, in techrig_stretchyIK
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 44, in addSpareParmTuple
_addParmTuple(self, parm_template, in_folder, create_missing_folders)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 71, in _addParmTuple
parm_template_group, in_folder, create_missing_folders)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 93, in _ensureFolderExists
“Invalid containing folder name(s)”)
OperationFailed: The attempted operation failed.
Invalid containing folder name(s)
Would love if somebody could explain this?
going through the 3DBuzz stretchy IK tutorial and having issues with the end section
stretchRatioParm = hou.FloatParmTemplate('stretchRatio', ‘Stretch Ratio’, 1)
startBone.addSpareParmTuple(stretchRatioParm, (“Stretchy IK”, ))
Issue seems to be with these lines.
Error is
Traceback (most recent call last):
File “stretchyIK”, line 85, in <module>
File “stretchyIK”, line 14, in techrig_stretchyIK_Tool
File “stretchyIK”, line 54, in techrig_stretchyIK
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 44, in addSpareParmTuple
_addParmTuple(self, parm_template, in_folder, create_missing_folders)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 71, in _addParmTuple
parm_template_group, in_folder, create_missing_folders)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 93, in _ensureFolderExists
“Invalid containing folder name(s)”)
OperationFailed: The attempted operation failed.
Invalid containing folder name(s)
Would love if somebody could explain this?
Houdini Indie and Apprentice » Installing Python scripts in Houdini 16
- captainbuckfish
- 26 posts
- Offline
I downloaded PYCharm and wrote the python script there. Make sure to use 2.7 not python version 3+
Houdini runs python 2.7 and the old code was made with an older version so that was why I got the Bad magic number remark.
Make sure to add
import hou
Each time a hou node is called in the code. Following the tutorial was ok once this was sorted
Script added. Hope it helps
Houdini runs python 2.7 and the old code was made with an older version so that was why I got the Bad magic number remark.
Make sure to add
import hou
Each time a hou node is called in the code. Following the tutorial was ok once this was sorted
Script added. Hope it helps
Edited by captainbuckfish - Oct. 20, 2017 00:18:20
Houdini Indie and Apprentice » Installing Python scripts in Houdini 16
- captainbuckfish
- 26 posts
- Offline
I also get “ImportError: Bad magic number”
Can anybody shed some light on this issue?
Cheers,
Duncan
Can anybody shed some light on this issue?
Cheers,
Duncan
Houdini Indie and Apprentice » Installing Python scripts in Houdini 16
- captainbuckfish
- 26 posts
- Offline
Hi,
Trying to go through the 3dBuzz character rigging tutorials.
On the IK section there is a compiled Python script you have to install and then call via the import command
Location is C:\Program Files\Side Effects Software\Houdini 16.0.671\houdini\scripts and they have a folder for python. In my install of Houdini 16 there is no Python folder. If I put the script in that location and try to run the code I am given the warning
no module named techrigvolume1
Not sure if things have changed since they created these as it was a while back.
Where am I supposed to install the script?
Kind regards,
Duncan
Trying to go through the 3dBuzz character rigging tutorials.
On the IK section there is a compiled Python script you have to install and then call via the import command
Location is C:\Program Files\Side Effects Software\Houdini 16.0.671\houdini\scripts and they have a folder for python. In my install of Houdini 16 there is no Python folder. If I put the script in that location and try to run the code I am given the warning
no module named techrigvolume1
Not sure if things have changed since they created these as it was a while back.
Where am I supposed to install the script?
Kind regards,
Duncan
Houdini Indie and Apprentice » Creating subfracture group with forEach loop
- captainbuckfish
- 26 posts
- Offline
Hi,
Trying to create a subfracture that only fractures the large pieces of my geometry so later on the bullet solver can create cleaner collision geometry.
I want to use a for each loop for each large chunk, shatter it and then assign it to a group that I can use later in constraints. Those groups will have glue constraints set to -1 so they dont break.
Issue is how to create the groups? wanted to access the iteration parameter in the forEach. Can this be done in an attribute wrangler?
Attached the hip file. Any help would be much appreciated.
Kind Regards,
Duncan
Trying to create a subfracture that only fractures the large pieces of my geometry so later on the bullet solver can create cleaner collision geometry.
I want to use a for each loop for each large chunk, shatter it and then assign it to a group that I can use later in constraints. Those groups will have glue constraints set to -1 so they dont break.
Issue is how to create the groups? wanted to access the iteration parameter in the forEach. Can this be done in an attribute wrangler?
Attached the hip file. Any help would be much appreciated.
Kind Regards,
Duncan
Edited by captainbuckfish - Sept. 12, 2017 04:36:24
Technical Discussion » Bone channel offset
- captainbuckfish
- 26 posts
- Offline
Awesome love the sliders!
I set it up but not sure if its correct, any reason why the animation tries to return to the first keyframe at the end? Attached Hip file.
QUESTION. The math node looks like its used to add, blend information fed into it. Is it possible to have a bone chain moving say on the Y axis via a wave node and then add a subtle x axis movement to this again using a wave? Or even add jiggle to bones?
CHOPS has so much potential and I didnt even know about it for ages hahaha so much to learn.
Cheers,
Duncan
I set it up but not sure if its correct, any reason why the animation tries to return to the first keyframe at the end? Attached Hip file.
QUESTION. The math node looks like its used to add, blend information fed into it. Is it possible to have a bone chain moving say on the Y axis via a wave node and then add a subtle x axis movement to this again using a wave? Or even add jiggle to bones?
CHOPS has so much potential and I didnt even know about it for ages hahaha so much to learn.
Cheers,
Duncan
Technical Discussion » No AE export? [solved]
- captainbuckfish
- 26 posts
- Offline
Hi,
Script doesnt seem to work on Houdini 16?
Opened python shell and ran from there. Asks to select object but then errors out. Any ideas how to fix it?
Kind Regards,
Duncan
Script doesnt seem to work on Houdini 16?
Opened python shell and ran from there. Asks to select object but then errors out. Any ideas how to fix it?
Kind Regards,
Duncan
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