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Technical Discussion » Stupid snap to Null problem
- traileverse
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Hey guys and gals, I'm trying to snap a null to another null at scene level and it appears that I cant. Please tell me this is not so.
Technical Discussion » FETCH & PARENT CONSTRAINT
- traileverse
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I think the way to do this is to constrain the null inside the subnet to the null1 at the scene level and now null1 drives the fetch (well actually its the null inside the subnet that's driving the fetch but null1 at scene level is driving that null inside the subnet). I don't think you can constrain the fetch directly because it gets its transform from the object that it fetched. See attached.
Edited by traileverse - March 29, 2018 00:16:00
Technical Discussion » Houdini 16 rigging tutorial and undesirable stretchy spine
- traileverse
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I think Michael used an expression on the bone length to make them 1/6 the length of the spline used at all times (being that he used 6 bones I think). If you leave the bone length param at the default length as created (no expression), it won't stretch, however, the IK spline can still stretch pass the bones which may or may not be a visual bother.
Technical Discussion » VEX Primitive @P vs Getbbox_center?
- traileverse
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I would think even though in primitive vex @P seems to give centroid, you're still manipulating points, so if you alter @P value the points of your geo will be repositioned which might throw off @P results if it's using some primitive averaging to give a center of geo position. The getbbox_center gives you the center of the geometry's bounding box which I would think is the better way to get the center.
Not sure if I'm 100% correct about the @P in primitive vex but it seems that's the way it works to me, maybe someone else can confirm or deny.
Not sure if I'm 100% correct about the @P in primitive vex but it seems that's the way it works to me, maybe someone else can confirm or deny.
Technical Discussion » Orient Constraint FAIL with CHOPS!
- traileverse
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Hi friedasparagus, your setups is the result I was looking for. Coming from Maya though where this is what an orient constraint does automatically, it rotates the object around the pivot of the object it's constrained to, but I have no problem doing it this way opens up a lot of flexibility. Oh and yeh I prefer wrangles over VOPS lol, I love nodes but not that much, even here I still prefer the transform wrangle setup. Thanks again sir.
Technical Discussion » Orient Constraint FAIL with CHOPS!
- traileverse
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Hi all, I'm trying to create an orient constraint using CHOPS constraints, but when I use the transformation mask on the parent constraint node to select only rotation, the object rotates from its own pivot instead of rotating from the pivot of the object that it's constrained to. How can I fix this?
See attached.
See attached.
Technical Discussion » Move Pivot to Center, issue ...
- traileverse
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Hello Masoud, the Move Pivot to Center works when I open your file, you could also just zero out the “pivot translates” param on the object. For the move pivot to center tool, I select object then hit the shelf tool and it works.
Technical Discussion » RIGGING (More deformation trouble, cant seem to understand whats going on with capturing/skinning inside Houdini)
- traileverse
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@arctor gotcha, great to know, I'm delving into the capture region SOP to truly understand its inner workings.
Technical Discussion » RIGGING (More deformation trouble, cant seem to understand whats going on with capturing/skinning inside Houdini)
- traileverse
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Ahh OK, thanks for that, not sure why the offset happened but now I know how to fix it.
Technical Discussion » RIGGING (More deformation trouble, cant seem to understand whats going on with capturing/skinning inside Houdini)
- traileverse
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Hi everyone, Here (In the Attached file) I have 6 separate bones riveted to a NURBS surface, when I capture a tube geometry using these bones, I have no clue what the deformations are doing, even when painting capture weights it's not doing whats expected. Where am I messing up? Thanks in advanced.
Attachment Not Found
Technical Discussion » Bone stretching Deformation and how to do volume preservation with stretch? (MIGRATION FROM MAYA)
- traileverse
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Technical Discussion » Bone stretching Deformation and how to do volume preservation with stretch? (MIGRATION FROM MAYA)
- traileverse
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Hi guys, I'm having some trouble using bone length for squash and stretch as it's giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I do volume preservation with the stretching? In maya we'd use the joint scales but scaling bones in houdini seems to be bad idea. Any help would be much appreciated. Thanks
Attachment Not Found
Technical Discussion » Setting up Character constraints without object popping
- traileverse
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Hello Guillaume,
Thanks alot for the response this is the result I wanted, But like friedasparagus mentioned, is there a way to accomplish it without the chaining? I'll have a go at using the pose CHOP though.
Again thanks alot for the response super helpful.
Thanks alot for the response this is the result I wanted, But like friedasparagus mentioned, is there a way to accomplish it without the chaining? I'll have a go at using the pose CHOP though.
Again thanks alot for the response super helpful.
Technical Discussion » Setting up Character constraints without object popping
- traileverse
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Hello, I'm trying to setup a constraints system like the one previewed in the tutorial in the link for maya.
So what I want is to have one object constrained to two different masters and stay wherever it is in space when I switch masters and NOT pop to the location of the current master.
I tried using some CHOPs setup with blends and offsets but nothing worked. Please help!!!!!!!!!!
Thanks Much.
Your text to link here… [app.pluralsight.com]
So what I want is to have one object constrained to two different masters and stay wherever it is in space when I switch masters and NOT pop to the location of the current master.
I tried using some CHOPs setup with blends and offsets but nothing worked. Please help!!!!!!!!!!
Thanks Much.
Your text to link here… [app.pluralsight.com]
Edited by traileverse - May 30, 2017 00:03:27
Houdini Lounge » To Character Rig... or Not
- traileverse
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