Hey everyone, I have a problem to solve and wonder if anyone has some advice on how to solve it.
I have a human model with no rig and I also have another model with the systems that go inside the human, like nervous, circulatory, etc. The systems are in a tpose and the model is posed the way I want it. I need to get these systems inside of this posed model so that they are scaled to fit the new model and pose.
My first thought was to just spend 4 hours in zbrush pushing things around until things were in place but I would love to use Houdini to save me some time if that is possible.
Some thoughts i had were to use kinfx to make a quick skeleton on each and then match the joints to morph the systems to the body?
Is there some other way using ray or some kind of morph?
Anyway, let me know. Thanks!
Found 5 posts.
Search results Show results as topic list.
Technical Discussion » Matching one model to another
- cgpetey
- 5 posts
- Offline
Houdini Lounge » VEX question
- cgpetey
- 5 posts
- Offline
Houdini Lounge » VEX question
- cgpetey
- 5 posts
- Offline
Actually, none of my velocities are coming through on the spreadsheet. I have definitely messed something up. ;-)
Houdini Lounge » VEX question
- cgpetey
- 5 posts
- Offline
Quick VEX question.
I am following along in a tutorial on particles and I got to a point where you type in an attributeWrangle:
float speed = length(@v);
@test = speed;
The instructor then looks at the spreadsheet and sure enough there is a ‘test’ attribute that shows the changing speeds of the particles. I have the attribute ‘test’ as well but all my values are 0 as the animation plays.
I have double and triple checked and cant figure out what is going wrong.
Everything in the sim works perfectly up to this point and is spot on with the instructor sim.
Any ideas of what I am doing wrong?
I am following along in a tutorial on particles and I got to a point where you type in an attributeWrangle:
float speed = length(@v);
@test = speed;
The instructor then looks at the spreadsheet and sure enough there is a ‘test’ attribute that shows the changing speeds of the particles. I have the attribute ‘test’ as well but all my values are 0 as the animation plays.
I have double and triple checked and cant figure out what is going wrong.
Everything in the sim works perfectly up to this point and is spot on with the instructor sim.
Any ideas of what I am doing wrong?
Houdini Lounge » POPNET/oversampling troubles.
- cgpetey
- 5 posts
- Offline
Hey everybody,
I put down a popnet and am expecting to see a tab with ‘oversampling’ and I dont get that at all.
I get 3 tabs. Object Merge, simulation, and cache.
In the simulation tab I get a bunch of values but none of which are oversampling.
Initial State
Timestep
Substeps
Offset Time
Start Frame
Scale Tome
Max Feedback loops.
Even the documentation for POPnet in 16.5 shows this as the attributes:
Start Time
Preroll Time
Initial State
Random Seed
Oversampling
Max # of Particles
Remove Unused Points
What am I doing wrong?
I put down a popnet and am expecting to see a tab with ‘oversampling’ and I dont get that at all.
I get 3 tabs. Object Merge, simulation, and cache.
In the simulation tab I get a bunch of values but none of which are oversampling.
Initial State
Timestep
Substeps
Offset Time
Start Frame
Scale Tome
Max Feedback loops.
Even the documentation for POPnet in 16.5 shows this as the attributes:
Start Time
Preroll Time
Initial State
Random Seed
Oversampling
Max # of Particles
Remove Unused Points
What am I doing wrong?
-
- Quick Links