Found 122 posts.
Search results Show results as topic list.
Technical Discussion » FBX with custom hierarchy
- willh
- 134 posts
- Offline
Hey, here is a simple setup using capture packed geo and control geo. You can create a HDA from the subnet for future use
Technical Discussion » boneCapture attribute rename joints.
- willh
- 134 posts
- Offline
This is awesome Tamte. Thanks for sharing, this is real time saver.
Edited by willh - Jan. 26, 2023 01:51:34
Technical Discussion » KineFX - can't select control geometry
- willh
- 134 posts
- Offline
Technical Discussion » FBX Character Import and bone orientation
- willh
- 134 posts
- Offline
Technical Discussion » Add Point in VOPS not working ?
- willh
- 134 posts
- Offline
I used the position of the curve points for the new points, but you can specify any position for the new points. hope this helps
Technical Discussion » Add Point in VOPS not working ?
- willh
- 134 posts
- Offline
Its hard to tell exactly what you are trying to do without context, but this is how you set something like that up
Technical Discussion » CHOPS - rotation not working.
- willh
- 134 posts
- Offline
Hi, so chops has built in functionality to deal with transform matrices. here is a example of how to use it.
Technical Discussion » about kinefx,On the Number of Frames
- willh
- 134 posts
- Offline
It looks like a big part of the problem is because you are adding controls on animated geo. This will be much slower because it has to rebuild all the constraints for every frame.
Its better to use a time shift and lock the animation to frame 0, then add your animation onto that static rig. Then when you have the animation that you want you can use a skeleton blend to add it back onto the animated skeleton.
adding ik to already animated skeletons will come at a cost.
Its better to use a time shift and lock the animation to frame 0, then add your animation onto that static rig. Then when you have the animation that you want you can use a skeleton blend to add it back onto the animated skeleton.
adding ik to already animated skeletons will come at a cost.
Technical Discussion » How to prevent Fbx Character Import from removing root bone?
- willh
- 134 posts
- Offline
It might be helpful to share a hip file. Have you tried importing the maya character in blender to see if its the same. You might have a maya export issue?
Technical Discussion » Refine a polyline with 3 points
- willh
- 134 posts
- Offline
Technical Discussion » ReverseFootNode
- willh
- 134 posts
- Offline
hip? its difficult to debug without the setup.
Edited by willh - Nov. 23, 2022 09:02:17
Technical Discussion » Fastest way to compute the closest distance between 2 lines?
- willh
- 134 posts
- Offline
Hi here is another way to do this, a little bit simpler I think. You can use a intersection analysis with a high proximity tolerance to get the point where they would intersect. Then ray the point to each prim and calculate the dist between the two points.
Edited by willh - Nov. 21, 2022 04:47:09
Technical Discussion » Set Driven Keys in KineFX
- willh
- 134 posts
- Offline
Here is how I am doing it at the moment. Im calculating the difference of a position based on its rest position and using the length of that vector to drive a blend transform in a rigvop.
A nice way that you can use this is to create a line between a wrist and shoulder of a character and then by using the length drive a muscle flex for instance.
here is a simple scene file
It doesnt automatically set op the min and max for you but it is pretty simple to get the data from the difference and set up a fit01 in the rig vop that will control that for you.
A nice way that you can use this is to create a line between a wrist and shoulder of a character and then by using the length drive a muscle flex for instance.
here is a simple scene file
It doesnt automatically set op the min and max for you but it is pretty simple to get the data from the difference and set up a fit01 in the rig vop that will control that for you.
Edited by willh - Nov. 21, 2022 04:18:08
Technical Discussion » KineFX and Path Deform
- willh
- 134 posts
- Offline
This looks like a pretty good setup. I did a nearly identical setup for a tentacle creature in production.
What else are you looking to do? something that I did was to animate the path control points, you can get a very organic look.
What else are you looking to do? something that I did was to animate the path control points, you can get a very organic look.
Houdini Lounge » Hide Kinefx root bone
- willh
- 134 posts
- Offline
Technical Discussion » How to fix KineFX incorrect weights in shallow space mesh?
- willh
- 134 posts
- Offline
Hi, So I just split the hands out and did a simple attrib transfer from the bone lines. I added tips to the fingers, that also helps with the capture. no weight painting
Edited by willh - Nov. 9, 2022 12:44:10
Technical Discussion » How would you close this hole in a mesh?
- willh
- 134 posts
- Offline
looks like you are viewing it in wireframe? you do have 17 polygons so should be filled. Otherwise can you share the mesh that you have created?
Technical Discussion » Kine FX:How to pin a joint on the ground after retargeting?
- willh
- 134 posts
- Offline
Hi I have created a video showing the process of matching the poses. its important to get them lined up, if you have a massive scale difference the animation wont look the same.
its long so feel free to skip through it
its long so feel free to skip through it
Edited by willh - Nov. 9, 2022 11:58:19
Houdini for Realtime » Unreal skeletal mesh export/import/export
- willh
- 134 posts
- Offline
its very simple, you export the animation from unreal including the preview mesh.
then you import the character in houdini using fbx character import.
then use rop fbx character output to export it back to unreal.
this should also work for unity
then you import the character in houdini using fbx character import.
then use rop fbx character output to export it back to unreal.
this should also work for unity
Edited by willh - Nov. 7, 2022 16:29:22
Technical Discussion » chopnet export randomize for multiple object
- willh
- 134 posts
- Offline
-
- Quick Links