Hi,
I've seen a lot of tutorials on showing seperate tools. It would be nice to have a general video showing bridge polyextrude polyslice cap holes loop slice extrude along a curve bridge etc on for instance modeling a head or a low polygon base mesh character. Showing selection filters ect… merge
It would be nice if we could see this techniques combined in one long video.
Just a nice old fashion cut and slice polygon modeling video.
Thanks in advance.
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Houdini Lounge » Could someone a general cut slice cap polyextrude bridge bevel edge loop modeling video?
- v78t
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Houdini Lounge » I really like the frankenmuscle feature
- v78t
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Hi,
Just watched the vimeo capture of siggraph rigging and muscles. I really like the frankenmuscle feature.
Can you make facial muscles with it?
It seems like a very handy to do a bouncing ball animation or to use it as a sort of lattice deformer with stretch and squash build in.
Are we going to see speed improvements for the tissue solver? In the video Scott said the developers halved the sim time.
Thanks for the innovation , I still know why I'm staying on subscription for Houdini. You can't compare what Sidefx is doing each release with what other companies are doing. You guys are the best.
Comments?
Just watched the vimeo capture of siggraph rigging and muscles. I really like the frankenmuscle feature.
Can you make facial muscles with it?
It seems like a very handy to do a bouncing ball animation or to use it as a sort of lattice deformer with stretch and squash build in.
Are we going to see speed improvements for the tissue solver? In the video Scott said the developers halved the sim time.
Thanks for the innovation , I still know why I'm staying on subscription for Houdini. You can't compare what Sidefx is doing each release with what other companies are doing. You guys are the best.
Comments?
Houdini Lounge » Could please post a video recording of SideFX Intern Project Feather Tools on your vimeo channel?
- v78t
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Could please post a video recording of SideFX Intern Project Feather Tools on your vimeo channel?
I'd love to see that.
I'd love to see that.
Houdini Lounge » Can we have something like this in Houdini -> autorig facerig preset for Lightwave
- v78t
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It's a joint based face autorig in Lightwave in this case.
https://www.youtube.com/watch?v=sKT9Z9R_jl8 [www.youtube.com]
Comments?
https://www.youtube.com/watch?v=sKT9Z9R_jl8 [www.youtube.com]
Comments?
Houdini Lounge » Request for enchancement for the Mplay viewer -> http server posibilities
- v78t
- 31 posts
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Hi,
I'm a big fan chaosgroup pdplayer. It has the option to work as an http server. This seems to me a very feature.
Can we have that in Mplay. It would be nice if could have an extra layer with a red pencil marker to mark the spots in the rendering that need to be improved together with a time code like in youtube export at current time to mark the things that need to be improved in the rendering.
https://docs.chaosgroup.com/display/PDPLAYER/HTTP+Sever+for+Remote+Collaboration#HTTPSeverforRemoteCollaboration-StartingtheServer [docs.chaosgroup.com]
I'm a big fan chaosgroup pdplayer. It has the option to work as an http server. This seems to me a very feature.
Can we have that in Mplay. It would be nice if could have an extra layer with a red pencil marker to mark the spots in the rendering that need to be improved together with a time code like in youtube export at current time to mark the things that need to be improved in the rendering.
https://docs.chaosgroup.com/display/PDPLAYER/HTTP+Sever+for+Remote+Collaboration#HTTPSeverforRemoteCollaboration-StartingtheServer [docs.chaosgroup.com]
Houdini Lounge » V16 AutoRig Tools???
- v78t
- 31 posts
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I also liked Softimage Motor system for retargetting mocap. Basically a table where you match the bone names of the bvh format with the bone names of your rig. The system also compensates bone length difference. There seems to be something like a standard format for a hierarchy.
I was a fan of Softimage, until -> you know the story.
I was a fan of Softimage, until -> you know the story.
Houdini Lounge » V16 AutoRig Tools???
- v78t
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Just out of curiousity. Could you give us an estimate when the quadruped autorig will be ready? Do you have plans to make retargetting of mocap easier? ( Or did I forgot to read something about that in the manual.) I like the way acs for Modo handles retargetting. A very visual way of mocap retargetting.
https://www.youtube.com/watch?v=63QI_asML4A [youtube.com]
https://www.youtube.com/watch?v=63QI_asML4A [youtube.com]
Houdini Lounge » V16 AutoRig Tools???
- v78t
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A polite suggestion. This seems to me a very nice example of how a facial autorig system could look like. Lightwave stuff.
https://www.youtube.com/watch?v=sKT9Z9R_jl8 [youtube.com]
https://www.youtube.com/watch?v=sKT9Z9R_jl8 [youtube.com]
Houdini Lounge » Feature requests
- v78t
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Houdini Lounge » Feature requests
- v78t
- 31 posts
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Hi,
Since you're updating the character animation tools. Here are my feature requests.
1. A wrap deformer for shrink wrapping clothes around an animated character. -> You can do it with a lattice deformer , but a dedicated tool would be nice.
2. The ability to animated nulls with point groups with falloffs. I would like to select points with fallof as already is possible an link them to a null that you can animate -> translate and rotate. This would be useful for animating the cheeks of a character or to animate manually a tree. It could be usefull for animating extreme deformations on a character. -> We have the lattice and wire deformer but this would be a nice addiction. Look at Modo's deformers.
3.Something like Diomatic Facial Studio or facegen. Basically a standard head with all the morphs and phonemes that snaps to curves you have drawn to math a picture. It would be nice to have the option to change the ethnicity etc…
with the blendshapes for the phomenes
4. A standard bodyshape you can adjust. It has been asked many times on the Orbolt website. Something like Exocortex Species or -> Make Human http://www.makehuman.org/ [makehuman.org] A standard bodyshape with sliders and morphs to tweak the bodyshape with UV's on.
5. A stretchy bones node. You can already do it with expression, but it would be nice to have a easier tool.
6. Something like Newtek Chronosculpt or Spartaproject to brush sculpt transform cached simulations. Very usefull for adjusting fluid simulations or cloth simulations after they have been cached.
http://spartaproject.com/ [spartaproject.com]
7. An instance paint tool. A tool that allows you to paint instances on a surface als for painting instances of characters crowds with an RMB erase button. On Orbolt there is such a tool, you could probably make it yourself, but it would be nice to have it as a node. For instance painting trees crowds etc…
8. Simpeler mocap retargetting tools like in Modo. (more graphical user interface oriented retargetting.
https://vimeo.com/92236177 [vimeo.com]
9. Perhaps a bird wing rig (forward kinematics style) with lag deformers on the feathers and a claw preset. (Not very difficult to do -> but it would be nice if we could have that.)
10. You might update the mountain SOP with Digital Elevation Model Maps. https://en.wikipedia.org/wiki/Digital_elevation_model [en.wikipedia.org]
Because you can buy Daz Bryce3D for only 20 USD and you can sculpt mountains and terrains in Zbrush or 3DCoat I don't see the point of putting serious development effort in these things.
Since you're updating the character animation tools. Here are my feature requests.
1. A wrap deformer for shrink wrapping clothes around an animated character. -> You can do it with a lattice deformer , but a dedicated tool would be nice.
2. The ability to animated nulls with point groups with falloffs. I would like to select points with fallof as already is possible an link them to a null that you can animate -> translate and rotate. This would be useful for animating the cheeks of a character or to animate manually a tree. It could be usefull for animating extreme deformations on a character. -> We have the lattice and wire deformer but this would be a nice addiction. Look at Modo's deformers.
3.Something like Diomatic Facial Studio or facegen. Basically a standard head with all the morphs and phonemes that snaps to curves you have drawn to math a picture. It would be nice to have the option to change the ethnicity etc…
with the blendshapes for the phomenes
4. A standard bodyshape you can adjust. It has been asked many times on the Orbolt website. Something like Exocortex Species or -> Make Human http://www.makehuman.org/ [makehuman.org] A standard bodyshape with sliders and morphs to tweak the bodyshape with UV's on.
5. A stretchy bones node. You can already do it with expression, but it would be nice to have a easier tool.
6. Something like Newtek Chronosculpt or Spartaproject to brush sculpt transform cached simulations. Very usefull for adjusting fluid simulations or cloth simulations after they have been cached.
http://spartaproject.com/ [spartaproject.com]
7. An instance paint tool. A tool that allows you to paint instances on a surface als for painting instances of characters crowds with an RMB erase button. On Orbolt there is such a tool, you could probably make it yourself, but it would be nice to have it as a node. For instance painting trees crowds etc…
8. Simpeler mocap retargetting tools like in Modo. (more graphical user interface oriented retargetting.
https://vimeo.com/92236177 [vimeo.com]
9. Perhaps a bird wing rig (forward kinematics style) with lag deformers on the feathers and a claw preset. (Not very difficult to do -> but it would be nice if we could have that.)
10. You might update the mountain SOP with Digital Elevation Model Maps. https://en.wikipedia.org/wiki/Digital_elevation_model [en.wikipedia.org]
Because you can buy Daz Bryce3D for only 20 USD and you can sculpt mountains and terrains in Zbrush or 3DCoat I don't see the point of putting serious development effort in these things.
Edited by v78t - Aug. 14, 2016 07:49:59
Houdini Lounge » Nvidia position based dynamics fluids
- v78t
- 31 posts
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Hi,
Apparently there is a new method Nvidia developed for generating gpu accelerated fluid sims. Position based dynamics fluids. Is there any chance we are going to see this in Houdini?
Apparently there is a new method Nvidia developed for generating gpu accelerated fluid sims. Position based dynamics fluids. Is there any chance we are going to see this in Houdini?
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