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Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
- seifdune
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“Why don't Side effects take a little of their budget to pay for the courses?” i can't agree more.
Houdini Learning Materials » When the facial rigging tutorial will be available?
- seifdune
- 56 posts
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I think sidefx they need to support Rok Andik efforts because Houdini rigging and animation tutorials are very rare especially facial rigging.
Technical Discussion » [SOLVED] Driven keys for a facial rig
- seifdune
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Easy way to do it is to create each bone with null as root. Duplicate the root and name it controller then use expression to link a root and new controller by copying controller parameters and paste them to the root parameters.
Edited by seifdune - Sept. 20, 2020 08:46:19
Houdini Learning Materials » Character weight painting
- seifdune
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When this training course will be available ? we are just waiting but there is no any info about the release.
Houdini Lounge » the little things about houdini
- seifdune
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Jonathan de BlokEricShengseifduneNo, I don't want to see a new toy tool like Poly Draw. I just hope one day we can select/edit multiple points at a time with Curve SOP.
we need node/tool special for destruction modeling which will simplify and speed the modeling process in houdini. One tool which contain bridge,extrude,bevel,add loop,loop slice,make circle,fill polygon and others. This will help when you just want to model something without the need of the procedural workflow.
I wouldn't call it a toy tool, it's quite a leap forward from what it used to be! Look, some tasks just aren't procedural by nature and I'd like to see tools that are more aligned with that workflow. You can still mix and match them as you'd like.
Thank to topobuild now we can do retopology inside houdini we need more tools like this,it help to smooth the workflow from zbrush to houdini i don't need to use modo or 3d coat.
Houdini Lounge » the little things about houdini
- seifdune
- 56 posts
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we need node/tool special for destruction modeling which will simplify and speed the modeling process in houdini. One tool which contain bridge,extrude,bevel,add loop,loop slice,make circle,fill polygon and others. This will help when you just want to model something without the need of the procedural workflow.
Technical Discussion » Rigging Character Knee(correct deformation)
- seifdune
- 56 posts
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Technical Discussion » pose-space deformation
- seifdune
- 56 posts
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i need help how to use this tool, am trying to create corrective shape for elbow but can get it to work. Animation mode work fine but
i want to create the rigging mode.
i want to create the rigging mode.
Technical Discussion » Using sopcreateedit to extract delta
- seifdune
- 56 posts
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Ok thanks. How about mixing more than two blendshapes for facial rigging. Two work fine but when i add the 3rd blendshape the result become weird and broken.
Technical Discussion » Using sopcreateedit to extract delta
- seifdune
- 56 posts
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Yap i was trying to create corrective blendshape,am trying to use pose space deform but houdini is crushing. How to wire it? I
Technical Discussion » Using sopcreateedit to extract delta
- seifdune
- 56 posts
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Work in Progress » Character facial rig
- seifdune
- 56 posts
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seifduneIf you check lips the right side doesn't work properly,am trying to mirror weigts but i don't get good result.goldfarbWeight mirror:i don't get same result,the other side give weird results.
what issues are you having?
Combining to morphs:i don't know how to combine morphs in houdini to create smiles and others shape.
Work in Progress » Character facial rig
- seifdune
- 56 posts
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goldfarbWeight mirror:i don't get same result,the other side give weird results.
what issues are you having?
Combining to morphs:i don't know how to combine morphs in houdini to create smiles and others shape.
Work in Progress » Character facial rig
- seifdune
- 56 posts
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Work in Progress » Character facial rig
- seifdune
- 56 posts
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Work in Progress » Character facial rig
- seifdune
- 56 posts
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Am working on character facial rig but there some problem like mirror weights.Please check it and give me some advice.
Technical Discussion » Houdini 16.5 Modeling RFEs
- seifdune
- 56 posts
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Technical Discussion » Houdini 16.5 Modeling RFEs
- seifdune
- 56 posts
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Polybridge:
The current polybridge need to select first source poly/edge then select the destination,this workflow make modeling slow.
Instead select both poly/edge and execute polybridge like other soft(modo).
Edge slice:
The current add loop it can add only one loop and when adding another you need to use tranform to move it to the desire location.it lack flexibility to quickly performing small task.
Adding edge slice(like modo) will help to quickly divide geo and also adding edges. Allowing to add edges symmetry(both end of geo) with ability to chose free mode,symmetry or uniform this help in hardsurface modeling.
Q(redo action):
Need to reassign to more flexible key like shift,which make things easy during modeling because it's easy to reach than q.
Hotkeys:
They current system don't allow mixing (space,art,shift and control) to create hotkeys.i will be happy if next version of houdini support this.
Polythickness:
Adding poly thickness will enhance modeling in houdini,polythickness can to perform some of the modeling task easy.like creating thickness of shoe or cloth while maintaining the topology and avoid penetration of geometry.
Creating primitive:
Allowing to create geometry freely without the need to be qube,grid or cylinder.user can create geometry in view port by drawing freely(other soft like maya,modo and max have this kind of workflow) and making changes.the current workflow user must create primitive the dive inside and start make changes.but sometime you just nees to create door handle quickly this work flow limit this flexibility.
The current polybridge need to select first source poly/edge then select the destination,this workflow make modeling slow.
Instead select both poly/edge and execute polybridge like other soft(modo).
Edge slice:
The current add loop it can add only one loop and when adding another you need to use tranform to move it to the desire location.it lack flexibility to quickly performing small task.
Adding edge slice(like modo) will help to quickly divide geo and also adding edges. Allowing to add edges symmetry(both end of geo) with ability to chose free mode,symmetry or uniform this help in hardsurface modeling.
Q(redo action):
Need to reassign to more flexible key like shift,which make things easy during modeling because it's easy to reach than q.
Hotkeys:
They current system don't allow mixing (space,art,shift and control) to create hotkeys.i will be happy if next version of houdini support this.
Polythickness:
Adding poly thickness will enhance modeling in houdini,polythickness can to perform some of the modeling task easy.like creating thickness of shoe or cloth while maintaining the topology and avoid penetration of geometry.
Creating primitive:
Allowing to create geometry freely without the need to be qube,grid or cylinder.user can create geometry in view port by drawing freely(other soft like maya,modo and max have this kind of workflow) and making changes.the current workflow user must create primitive the dive inside and start make changes.but sometime you just nees to create door handle quickly this work flow limit this flexibility.
Houdini Lounge » Capture Layer Paint select cregion from mesh
- seifdune
- 56 posts
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Can you add hammer tools(like maya),allow selecting vertixes and assign weight,locking the bone weight.
Technical Discussion » How to lock weight in houdini
- seifdune
- 56 posts
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