Ok so I found a way around this by adding a point on the path and moving it (using primuv). I made the movement cycle and copied the position parameter to the transform value of the (Rigged) subnet.
Heres the screenshot-
Found 10 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Make a rigged character follow path
- npanium
- 10 posts
- Offline
Houdini Indie and Apprentice » Make a rigged character follow path
- npanium
- 10 posts
- Offline
I have an animated character and i want to make it follow a path. I tried the Follow Path Constraint, but it does not seem to work.
Link to the file on Google Drive: https://drive.google.com/file/d/1eQnzO9PZaUz3aBwaN_Pk1gCp_YgrHX1d/view?usp=sharing [drive.google.com]
Link to the file on Google Drive: https://drive.google.com/file/d/1eQnzO9PZaUz3aBwaN_Pk1gCp_YgrHX1d/view?usp=sharing [drive.google.com]
Houdini Indie and Apprentice » Create multiple copies of Fluid simulation
- npanium
- 10 posts
- Offline
Is there a way to create multiple instances of a fluid simulation and place them in a single scene?
(wrt the image attached, I want the fluid simulation to be instanced/copied at the location marked by the red ‘X’s)
How do I achieve this?
(wrt the image attached, I want the fluid simulation to be instanced/copied at the location marked by the red ‘X’s)
How do I achieve this?
Houdini Indie and Apprentice » Hide flip fluid object (source)
- npanium
- 10 posts
- Offline
Hey, thanks for the reply. not sure which node you were pointing to, but I got what I wanted.
(Used bounding box in the particleFluidSurface node)
(Used bounding box in the particleFluidSurface node)
Houdini Indie and Apprentice » Hide flip fluid object (source)
- npanium
- 10 posts
- Offline
I am working with flip fluids and I want to hide the particle emitter that emits the fluid. How do I achieve this? I want the result to be seen in the final render.
Edited by npanium - June 12, 2018 08:54:33
Technical Discussion » Error While Generating Rig using Autorig
- npanium
- 10 posts
- Offline
It so happens that the character I have modeled is asymmetric. As a result, and as advised by someone on this forum, I turned off the ‘mirror’ for arms and hands. I then clicked on the modules to make the Right portion (hands and arms) of the body.
After doing this I click on generate rig but i am presented with the following message on the Houdini Console:
(please note that I have tried using the out of the box ‘Biped’ preset as well as the ones I created and saved as JSON files)
I dont really understand what its trying to say or how i can fix it. I do not get this message when the ‘Mirror’ is turned on in the modules. Please guide me.
After doing this I click on generate rig but i am presented with the following message on the Houdini Console:
(please note that I have tried using the out of the box ‘Biped’ preset as well as the ones I created and saved as JSON files)
Traceback (most recent call last):
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\ui\uiCharacterTabs.py”, line 188, in buildRig
success = self.currentWidget().buildRig()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\ui\uiCharacterTabs.py”, line 330, in buildRig
self.autorigs_asset.buildRig()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\asset\autoRigsAsset.py”, line 128, in buildRig
self.autorigs_modules.buildModules()
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\asset\autoRigsModules.py”, line 78, in buildModules
module.buildRig(i)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\modules\hand\handModule.py”, line 103, in buildRig
self.modulename)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\modules\hand\autoRigsHandBuilder.py”, line 83, in buildRig
optionsmodel)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\modules\extremity\autoRigsExtremityBuilder.py”, line 167, in connectToParents
optionsmodel)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\autorigs\modules\extremity\autoRigsExtremityBuilder.py”, line 207, in buildParentRelationships
deformnodegroup.removeNode(lowerlimbbone)
AttributeError: ‘NoneType’ object has no attribute ‘removeNode’
I dont really understand what its trying to say or how i can fix it. I do not get this message when the ‘Mirror’ is turned on in the modules. Please guide me.
Edited by npanium - March 31, 2018 17:21:32
Technical Discussion » Changing Auto Rig Weights
- npanium
- 10 posts
- Offline
Technical Discussion » Changing Auto Rig Weights
- npanium
- 10 posts
- Offline
Hi, I am just getting started with Rigging in Houdini and I have managed to create a rig for my character using the auto rig.
Now it seems that my character is not perfectly symmetric. As a result, the bones in the Left Hand are perfectly aligned while those in the Right hand are at an offset (see attached image). The weights for that hand seem to be set accordingly.
How do i change the weights for the bones? I tried using the ‘Edit Capture Weight’ tool, but i cant see the weights once i select the tool.
Thanks!
Now it seems that my character is not perfectly symmetric. As a result, the bones in the Left Hand are perfectly aligned while those in the Right hand are at an offset (see attached image). The weights for that hand seem to be set accordingly.
How do i change the weights for the bones? I tried using the ‘Edit Capture Weight’ tool, but i cant see the weights once i select the tool.
Thanks!
Edited by npanium - March 28, 2018 04:32:46
Technical Discussion » Selecting facets(?) of a box with primitive type as polygon mesh
- npanium
- 10 posts
- Offline
Technical Discussion » Selecting facets(?) of a box with primitive type as polygon mesh
- npanium
- 10 posts
- Offline
Hi! I am new to houdini so the terms i am using may not be correct
So, i would like to select certain facets (all the primitives facing a certain direction) of a box. I want to reference this selection/group in PolyExtrude node.
I have come up with a logic for creating a group based on the polygon number and its relation with the number of divisions. But I am not sure how to use it (cant figure out how to convert the logic into the python language format).
I have attached an image with the desired result (i have manually selected the polygons for the sake of illustration).
Please help me figure this out.
Thank you!
So, i would like to select certain facets (all the primitives facing a certain direction) of a box. I want to reference this selection/group in PolyExtrude node.
I have come up with a logic for creating a group based on the polygon number and its relation with the number of divisions. But I am not sure how to use it (cant figure out how to convert the logic into the python language format).
I have attached an image with the desired result (i have manually selected the polygons for the sake of illustration).
Please help me figure this out.
Thank you!
-
- Quick Links