Hi,
I'm wondering if someone can point me to a step by step tutorial on using the autorig tool to create a rig and skin a character. The help system is somewhat useful in describing what the tools do but they don't really explain how to use them. I've seen the quadruped video and it answers some questions but what I'm really looking for is clear step by step idiot's guide to rigging a biped.
Thanks,
Jeff
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Technical Discussion » AutoRig question
- jeffsarge
- 32 posts
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Houdini Lounge » FBX Animation import
- jeffsarge
- 32 posts
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Houdini Lounge » FBX Animation import
- jeffsarge
- 32 posts
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I was wondering if there is a way to get animation only import from the FBX import function. In Maya or Softimage you can choose to import only the animation and it will update the corresponding scene elements w/ that data.
I have a master scene for example, that is fully lit and shaded. I want to update those elements w/ new animation on a regular basis but not have to re-connect shaders, textures lights etc. each time.
Thanks,
Jeff
I have a master scene for example, that is fully lit and shaded. I want to update those elements w/ new animation on a regular basis but not have to re-connect shaders, textures lights etc. each time.
Thanks,
Jeff
Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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File won't open for some unkown reason. I can't even open my own version.
Anyway I got it working by following your instructions.
Thanks!
Jeff
Anyway I got it working by following your instructions.
Thanks!
Jeff
Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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hmm… can't seem to open the scene. I keep getting a “memory allocation error probably due to insufficient memory”. No other programs open and I've restarted the machine.
Jeff
Jeff
Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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Technical Discussion » Puppet Setup
- jeffsarge
- 32 posts
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I'm trying to create a realtime puppeteering setup. I'm doing some very basic tests and running into a problem. I have a Master control object that gets moved around in realtime using the mouse device, a record node and an export node inside a Chop Network. I'm attaching target objects to the Master control object using a BlendPose node. Every time I toggle the export
flag on the Export node in my CHop net to have the mouse control the Master, I lose the relationship between Master and Targets. It's as if the BlendPose node is being bypassed. Any ideas? …or is this something that Houdini is not going to do very well (I'm trying to replace Motionbuilder, which is what I'm using now)
Attached is a very simple scene using two cubes to illustrate the point.
(move the master cube in a positive x direction to see the effect)
Thanks,
Jeff
flag on the Export node in my CHop net to have the mouse control the Master, I lose the relationship between Master and Targets. It's as if the BlendPose node is being bypassed. Any ideas? …or is this something that Houdini is not going to do very well (I'm trying to replace Motionbuilder, which is what I'm using now)
Attached is a very simple scene using two cubes to illustrate the point.
(move the master cube in a positive x direction to see the effect)
Thanks,
Jeff
Technical Discussion » Bake record node data
- jeffsarge
- 32 posts
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Technical Discussion » Bake record node data
- jeffsarge
- 32 posts
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I'm recording some realtime animation using a mouse device and a record node. Is there a way to bake out the motion data on the record node to editable f-curves on the animated object?
Thanks,
Jeff
Thanks,
Jeff
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