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Rigging » APEX Control Extract - no data
- mackerBaehr
- 81 posts
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the question remains how on earth i got myself into this knot. But it really helps! What looked right to me appears to be the issue. Thanks for checking, I will rebuild the animation, try to massage the error out
Rigging » APEX Control Extract - no data
- mackerBaehr
- 81 posts
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Yes!
By now I have. Indeed this brings me some steps closer, being able to read the needed attributes.
While extracting the workflow I am stuck now with weird offsets, though. The kinefx bypass for retargeting seems to go well, when adding that resulting animation back to my APEX rig, some parts are mismapped (staggering Hips, Arms 'broken'). I have no settings available to guide this better.
I attach my file here, might you be in the opportunity to spare a peak.
By now I have. Indeed this brings me some steps closer, being able to read the needed attributes.
While extracting the workflow I am stuck now with weird offsets, though. The kinefx bypass for retargeting seems to go well, when adding that resulting animation back to my APEX rig, some parts are mismapped (staggering Hips, Arms 'broken'). I have no settings available to guide this better.
I attach my file here, might you be in the opportunity to spare a peak.
Rigging » APEX Control Extract - no data
- mackerBaehr
- 81 posts
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I have trouble getting the APEX Control Extract node to work, following the docs [www.sidefx.com] closely. Maybe it's a beta issue. Anyone who can provide me with a simple valid template hip for this? I am trying to retarget animation
Technical Discussion » Kinefx not baking to indicated rotation order (zxy)
- mackerBaehr
- 81 posts
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Technical Discussion » Motion FX on Rig Pose broken?
- mackerBaehr
- 81 posts
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Hi
Likely this setup is conflicting the 'geometry'-nature of KineFX with the older school object-level-nature of MotionFX. I manage to reproduce your error on my machine in exact the same order (working at first, after reload not working anymore). Probably wiser to set up your noise at the geo-level through attributes and work from there.
Quite disturbing issue nontheless..:/
Likely this setup is conflicting the 'geometry'-nature of KineFX with the older school object-level-nature of MotionFX. I manage to reproduce your error on my machine in exact the same order (working at first, after reload not working anymore). Probably wiser to set up your noise at the geo-level through attributes and work from there.
Quite disturbing issue nontheless..:/
Technical Discussion » Kinefx not baking to indicated rotation order (zxy)
- mackerBaehr
- 81 posts
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Hello
As a rigger and animator, setting up the right rotation orders for bones and controls is of critical importance to me. However, when I use the baking option in the 'Rig_Pose' SOP, it seems to always revert my rotation order setting to default (xyz), as opposed to the indicated setting by me (zxy). I can try to use the manual options in the baking dialogue, or feed it with 'joint_config' attributes: it won't matter, it keeps on switching and baking back to standard 'xyz' (which will cause many gimbal issues on Y-up systems).
Is this a bug or might I be overlooking crucial steps?
Cheers
Michiel
As a rigger and animator, setting up the right rotation orders for bones and controls is of critical importance to me. However, when I use the baking option in the 'Rig_Pose' SOP, it seems to always revert my rotation order setting to default (xyz), as opposed to the indicated setting by me (zxy). I can try to use the manual options in the baking dialogue, or feed it with 'joint_config' attributes: it won't matter, it keeps on switching and baking back to standard 'xyz' (which will cause many gimbal issues on Y-up systems).
Is this a bug or might I be overlooking crucial steps?
Cheers
Michiel
Edited by mackerBaehr - July 27, 2022 12:16:13
Technical Discussion » Kinefx to fbx/Maya roundtrip, losing pre rotate information
- mackerBaehr
- 81 posts
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That's... incredibly interesting! Very, very helpfull, this. I was hitting a giant wall here, and I ain't no noob regarding Houdini, Maya and Motionbuilder. It works, thanks for helping me out, Sina23!
Technical Discussion » Objects Rigs to KineFX to Object Rigs - Scrambled results
- mackerBaehr
- 81 posts
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Hello
I have serious trouble roundtripping object rigs to KineFx and back again. The results are not usable.
Is it buggy or am I overlooking things?
I have serious trouble roundtripping object rigs to KineFx and back again. The results are not usable.
- All is good when I import my object rig into sop through a 'scenecharacterimport'-node
- I alter the pose with a rig sop
- Then I export it again to a second scene network. "Live Transform Export" is turned on in the scenecharacterexport-node
Is it buggy or am I overlooking things?
Image Not Found
Edited by mackerBaehr - Feb. 1, 2022 11:31:49
Technical Discussion » Kinefx to fbx/Maya roundtrip, losing pre rotate information
- mackerBaehr
- 81 posts
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Say, I have rigged a character in Maya with all joint orients (aka houdini's 'pre rotate') set nicely and thereby I have clean rotates (all 0, 0, 0) in it's bindpose/capture pose. I export this character to FBX.
When importing into Houdini/Kinefx, adjusting the animation and exporting it back to FBX again, the joint orients (aka houdini's 'pre rotate')are zero-ed out and all joint rotation data is now raw/naked. For me this is very unwanted, I want to maintain the joint orients and apply the animation relative to them. Is there a way I can leave these joint orients intact and have the new animation atop of that?
I hope this all makes sense.
Michiel
When importing into Houdini/Kinefx, adjusting the animation and exporting it back to FBX again, the joint orients (aka houdini's 'pre rotate')are zero-ed out and all joint rotation data is now raw/naked. For me this is very unwanted, I want to maintain the joint orients and apply the animation relative to them. Is there a way I can leave these joint orients intact and have the new animation atop of that?
I hope this all makes sense.
Michiel
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- mackerBaehr
- 81 posts
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Well, to me it makes sense, from a kinefx-standpoint. The underlying methodology is the reason why it processes animdata this way, and generates huge benefits hereafter
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- mackerBaehr
- 81 posts
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You will always get keyframes per frame through this route. But you will get the animation. If you want to animate the animation data in the fbx as is, you might better want to import the fbx at object level and edit it there.
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- mackerBaehr
- 81 posts
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When you connect that rig pose, press 'bake' in it's parameter window. That will generate those curves you are after
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- mackerBaehr
- 81 posts
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Yes, it definitely is, I do it all the time. When I open the animation editor with the Rig Pose selected, I see all the curves and can edit them. Maybe you can provide an example?
Houdini Indie and Apprentice » kinefx: visualize & modify fbx existing keyframes and curves
- mackerBaehr
- 81 posts
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Hi Ray
When you insert a Rig Pose node after the 'joints'-null, you can press 'bake'. It will generate stashed animation curves for you. The motionclips stash geometric animation snapshots in one node, so not what you are after here, it seems.
When you insert a Rig Pose node after the 'joints'-null, you can press 'bake'. It will generate stashed animation curves for you. The motionclips stash geometric animation snapshots in one node, so not what you are after here, it seems.
Houdini for Realtime » Exporting crowd through game development toolset
- mackerBaehr
- 81 posts
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Since the individual agents are packed primitives by design, they all are represented by a single point in scene. If you don't unpack your crowdsim, it is a pointcloud already. Exporting this could easily be done through bgeo or alembic
Edited by mackerBaehr - March 4, 2021 11:40:47
Technical Discussion » Texture from attribute
- mackerBaehr
- 81 posts
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Thanks, Jsmack, indeed that works. To view it did actually do that, I had to render with Mantra, while expecting earlier it would be visible already through openGL. It all makes sense now.
Technical Discussion » Texture from attribute
- mackerBaehr
- 81 posts
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The material SOP can also create material overrides for shader parameters if your attribute has a local variable associated with it.
I am struggeling with that. I have made a prim attribute with the correct texture paths per primitive. What would bethe correct syntax for the material override in the material SOP?
Houdini for Realtime » Exporting crowd through game development toolset
- mackerBaehr
- 81 posts
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Hello Rubs
You are mentioning exporting agents to fbx, how do you achieve that?
You are mentioning exporting agents to fbx, how do you achieve that?
< 10: Hero o semi-hero, they could be exported as FBX or complex rigs.
Houdini Lounge » Mirror point groups wrangle
- mackerBaehr
- 81 posts
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Technical Discussion » how to calculate and apply orientation offset points
- mackerBaehr
- 81 posts
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@Toadstorm: Are you sure matrices can be qmultiplied? Houdini gives me an error “Errors or warnings encountered during VEX compile:
No matching function for vector4 qmultiply(vector4; matrix3). Candidates are: vector4 qmultiply(vector4; vector4)”. This would in a certain way make sense to me (with my limited grasp of math), since I thought matrices were in the domain of linear algebra and quaternions in the non-linear domain..
@Aizatulin: Thanks for the example. It's a bit overwhelming, I can't yet discover if it would apply to my case. I am looking for a per point-comparison: ((diff orientation between P1 and P2) added to the existing rotation of P3). I do however understand that the dihedral function might apply here..
No matching function for vector4 qmultiply(vector4; matrix3). Candidates are: vector4 qmultiply(vector4; vector4)”. This would in a certain way make sense to me (with my limited grasp of math), since I thought matrices were in the domain of linear algebra and quaternions in the non-linear domain..
@Aizatulin: Thanks for the example. It's a bit overwhelming, I can't yet discover if it would apply to my case. I am looking for a per point-comparison: ((diff orientation between P1 and P2) added to the existing rotation of P3). I do however understand that the dihedral function might apply here..
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