I will have to try, but one more question when i export the channels over to another rig, how do i specify to export to every joint in the root hierarchy ?
Also when fetching how do i fetch every joint in the root, like * for all joints?
Here is another thing, my hierarchy is constructed with joints and nulls, which is strange to me, as a user of maya, well the nulls have the rotation keyframes and the joints have lookat attributes pointing to nulls, like constraint system.
Any examples would really help me out!
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Houdini Lounge » FBX IMPORT
- xcomb
- 74 posts
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Houdini Lounge » FBX IMPORT
- xcomb
- 74 posts
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Hi first of all thanks for your reply!
I am not that good with chops to be able to do what you have mentioned, is there any way you can clarify what you have stated, like how do i import the channel animation?
I'd like to clarify what i have in my scene, what i usually do in Maya i have simple skeleton with proper naming, in MotionBuilder i export animation to fbx, then in Maya i am merging animation that way so it overrides my skeleton transformation and i get animated skeleton, so it doesn't matter what animation curves i import it will only use the skeleton i have in my scene.
In Houdini i have tried merging animation, in stead it created another node with joints!
I am not that good with chops to be able to do what you have mentioned, is there any way you can clarify what you have stated, like how do i import the channel animation?
I'd like to clarify what i have in my scene, what i usually do in Maya i have simple skeleton with proper naming, in MotionBuilder i export animation to fbx, then in Maya i am merging animation that way so it overrides my skeleton transformation and i get animated skeleton, so it doesn't matter what animation curves i import it will only use the skeleton i have in my scene.
In Houdini i have tried merging animation, in stead it created another node with joints!
Houdini Lounge » FBX IMPORT
- xcomb
- 74 posts
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Houdini Lounge » FBX IMPORT
- xcomb
- 74 posts
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Hi i am thinking will FBX support merging animation in stead of creating new scene from scratch? This is very important, due to having complete character with everything setup, i'd like to import only animation!
Houdini Lounge » MentalRay Shaders
- xcomb
- 74 posts
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Well here is the thing that i am kinda confused while not being able to see in Vex MentalRay.
So the question is, is it possible to build mental shaders inside Houdini, except those in Shop Phenomenon built ones?
When i work in Maya i can create blinn shader and hook up Occlusion to ambient but i don't think this is going to work in Houdini!
So how do you go about building mentalray shaders. when there is no way of building shading network for mentalray?
So the question is, is it possible to build mental shaders inside Houdini, except those in Shop Phenomenon built ones?
When i work in Maya i can create blinn shader and hook up Occlusion to ambient but i don't think this is going to work in Houdini!
So how do you go about building mentalray shaders. when there is no way of building shading network for mentalray?
Houdini Lounge » Outputing Object Normals
- xcomb
- 74 posts
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Yeah i think i've tried that one, and didn't get satisfication of what i got, compared what i used to get with slim aov.
But thanks!
But thanks!
Houdini Lounge » Outputing Object Normals
- xcomb
- 74 posts
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Hi!
I am trying to render passes with deepraster, everything is fine except in vex i can't find the way to output the object normals. Does anyone know the way to do that?
I've tried using Global Parameter and outputting single variable Surface Normal, but that's not exactly what i am looking for!
Thanks!
I am trying to render passes with deepraster, everything is fine except in vex i can't find the way to output the object normals. Does anyone know the way to do that?
I've tried using Global Parameter and outputting single variable Surface Normal, but that's not exactly what i am looking for!
Thanks!
Houdini Lounge » Mantra slow
- xcomb
- 74 posts
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Houdini Lounge » Mantra slow
- xcomb
- 74 posts
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Yes i've thought about using more complex scenes in stead of using simple sphere to see the result.
Here is my spec, which i don't thing is the issue.
WinXP 64 bit
Intel(R) Core(TM)2 CPU 6700 @ 2.66GHz 3.50 GHz, 4 GB Ram
NVIDIA Quadro FX 1500
I am using newer version update
I am using PBR and i've set the sampling and all the rest settings to very low, still the same.
Here is my spec, which i don't thing is the issue.
WinXP 64 bit
Intel(R) Core(TM)2 CPU 6700 @ 2.66GHz 3.50 GHz, 4 GB Ram
NVIDIA Quadro FX 1500
I am using newer version update
I am using PBR and i've set the sampling and all the rest settings to very low, still the same.
Houdini Lounge » Mantra slow
- xcomb
- 74 posts
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Well i am kinda confused as far as rendering with mantra and when i have simple scene like a sphere with spot light, no shadow, which takes around 30 seconds to render the scene, plus to load window, around 10 seconds. I am used to see when i render with mentalray or simple maya software render, it takes a second to render the simple scene.
So can someone explain me why is it so slow?
So can someone explain me why is it so slow?
Houdini Lounge » Strange "jumpiing" glued box
- xcomb
- 74 posts
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I've done some tweaking in your scene and it seems to work properly.
Here is the file
http://rapidshare.com/files/66277757/cubes2.hipnc [rapidshare.com]
Here is the file
http://rapidshare.com/files/66277757/cubes2.hipnc [rapidshare.com]
Houdini Lounge » Capturing the AutoRig
- xcomb
- 74 posts
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Well i don't believe i didn't even have to capture my character, it was already deformed, which was hidden deep inside the network.
Technical Discussion » Fluid Sand example
- xcomb
- 74 posts
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Houdini Lounge » Capturing the AutoRig
- xcomb
- 74 posts
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Hi all!
I was wondering on how to capture the autoRig character!
I have geometry inserted into the Scene object, but when i go to capture skin object i can select the geometry, but i don't seems to be able to select the root hierarchy in my scene, so i can't skin my geometry
Can someone point me into the right direction?
I was wondering on how to capture the autoRig character!
I have geometry inserted into the Scene object, but when i go to capture skin object i can select the geometry, but i don't seems to be able to select the root hierarchy in my scene, so i can't skin my geometry
Can someone point me into the right direction?
Technical Discussion » Fluid Sand example
- xcomb
- 74 posts
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The way i got something working i jumped inside dop and created sand object with sand solver, so that worked.
But i still can't get the object replaced in stead of using defaultsand object.
But i still can't get the object replaced in stead of using defaultsand object.
Technical Discussion » Fluid Sand example
- xcomb
- 74 posts
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I was wondering on how to define a volume premetive in Sop, i can't seems to replace the defaultsand for object type, so i wanned to use some specific geometry.
Technical Discussion » Fluid Sand example
- xcomb
- 74 posts
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Technical Discussion » Fluid Sand example
- xcomb
- 74 posts
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I was wondering, there was a talk about houdini being able to create sand, but i have not been able to find an example, or the way it's maid, so my thought is to use particle system with in conjunction with fluid solver, am i correct?
Technical Discussion » Export DOP animation of MANY objects -> to CHOP
- xcomb
- 74 posts
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Houdini Lounge » how to import geometry from maya to houdini..
- xcomb
- 74 posts
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I've used Collada plug and works perfect, when i imported in Houdini i had my complex geometry with animations and camera plus direction light and materials, pretty much everything worked great!
I've managed to import even animated skeleton but skin didn't work for me, even it stated, that it should transfer the skin clusters so on.
Look for Collada Maya plugin.
You can also import Geometry with obj format.
I've managed to import even animated skeleton but skin didn't work for me, even it stated, that it should transfer the skin clusters so on.
Look for Collada Maya plugin.
You can also import Geometry with obj format.
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