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Houdini for Realtime » LOD Creation Toolkit
- Sirvoxelot
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3rd Party » Dembones
- Sirvoxelot
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3rd Party » Dembones
- Sirvoxelot
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Well they're basically just locators with their own orient space, and they're the only things you can use with skinning. So in that sense they're unique bone like objects.
Seems interesting with Houdini bones, reminds me of old xsi objects which have their own neutral pose and anything could be a bone deformer for skinned objects.
How does one file an enhancement request?
Seems interesting with Houdini bones, reminds me of old xsi objects which have their own neutral pose and anything could be a bone deformer for skinned objects.
How does one file an enhancement request?
3rd Party » Dembones
- Sirvoxelot
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Ah no worries,
My rig terminology stems from Maya mostly. But I'm slowly attempting to move to Houdini since Maya sucks hah. But it's still my main tool unfortunately.
Dembones Does both methods actually. It can either create bones with weights based on some number of bones specified, or it can use an existing pre-weighted fbx. Which makes it pretty versatile compared to Houdini's current skinning converter
My rig terminology stems from Maya mostly. But I'm slowly attempting to move to Houdini since Maya sucks hah. But it's still my main tool unfortunately.
Dembones Does both methods actually. It can either create bones with weights based on some number of bones specified, or it can use an existing pre-weighted fbx. Which makes it pretty versatile compared to Houdini's current skinning converter
3rd Party » Dembones
- Sirvoxelot
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Nope, it doesn't need a rig at all. It just needs an alembic cache, and an fbx with preweighted bones on it,
The solver will translate and rotate the bones to match the cache and turn it into fbx animation
This allows you to use any tricks you want for the rig itself in any program, since all you need is cache
https://vimeo.com/138048608 [vimeo.com]
You can see at 1:20
The skinning converter implementation out of the base Houdini labs from my understanding doesn't have this capability
The solver will translate and rotate the bones to match the cache and turn it into fbx animation
This allows you to use any tricks you want for the rig itself in any program, since all you need is cache
https://vimeo.com/138048608 [vimeo.com]
You can see at 1:20
The skinning converter implementation out of the base Houdini labs from my understanding doesn't have this capability
3rd Party » Dembones
- Sirvoxelot
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I asked in another post if the implemented skinning converter could train an existing fbx. I was told it couldn't do that. It could only use points to create its own set of weights. So with the existing one, you couldn't use it for real-time skeletal mesh animation clip creation. It's more for just one offs I think
3rd Party » Dembones
- Sirvoxelot
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I tried skinning converter on an alembic that failed. While dembones processed it pretty good.
Dembones also let's you feed in an fbx with bones preweighted to it and trains it to a cached animation. So you could use those as animation clips on an existing skeletal mesh in unreal or unity for example
Dembones also let's you feed in an fbx with bones preweighted to it and trains it to a cached animation. So you could use those as animation clips on an existing skeletal mesh in unreal or unity for example
3rd Party » Dembones
- Sirvoxelot
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https://www.ea.com/seed/news/open-source-dem-bones [www.ea.com]
So I noticed there was cool new plugin nodes for like some things like rizom Uv and quad remesher. Any chance there could be a node made from dembones from EA seed? It’s open source and the commands are made in dos, unless it’s easy to make and maybe I would try to make a node?
So I noticed there was cool new plugin nodes for like some things like rizom Uv and quad remesher. Any chance there could be a node made from dembones from EA seed? It’s open source and the commands are made in dos, unless it’s easy to make and maybe I would try to make a node?
Houdini for Realtime » baking udims to 1 uv tile
- Sirvoxelot
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hi, I'm pretty new with all the houdini stuff still
can anyone tell me what would be the best nodes or steps to bake out a model textured with UDIMs to one tile?
not sure how one would approach this
can anyone tell me what would be the best nodes or steps to bake out a model textured with UDIMs to one tile?
not sure how one would approach this
Houdini for Realtime » LOD Creation Toolkit
- Sirvoxelot
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does this lod creation work on objects already textured from UDIM to a single texture mesh?
and does the imposter bake the octahedral type imposters for unreal?
and does the imposter bake the octahedral type imposters for unreal?
Houdini Engine for Maya » HDA in maya newbie question
- Sirvoxelot
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I'm pretty new to houdini
so I'm not very familiar with using the right terms to search for looking for answers
I have a houdini indie HDA with some file inputs that go into a chop network, go through a blend pose and then a file comes out
I can use it to process files in houdini itself
but I'm not sure how to package the HDA file so that I can link meshes in maya into the houdini asset
and then have a new mesh come out
any pointers would be appreciated, thanks!
so I'm not very familiar with using the right terms to search for looking for answers
I have a houdini indie HDA with some file inputs that go into a chop network, go through a blend pose and then a file comes out
I can use it to process files in houdini itself
but I'm not sure how to package the HDA file so that I can link meshes in maya into the houdini asset
and then have a new mesh come out
any pointers would be appreciated, thanks!
Houdini Engine for Maya » HEngine for Maya: Does it work and will it continue to work?
- Sirvoxelot
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Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Sirvoxelot
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thanks for the reply!
I've been investigating different cache ways to bring in animation into unreal so I've had an eye on animation textures for a while.
With python being added to unreal maybe it would allow for some more ways to bring stuff into the engine more efficiently.
I'm guessing that the precision of the texture is based on the bounding box of the animation? in the link here [vimeo.com] the precision was a bit off, is that fixed with 32bit textures?
does the scene size have some affect on it? say if the bounding box is large or the animation is for example 1,000,000 units away from world space 0?
you say that alembic can handle some certain issues with shadows better? do you have an example on how that would be compared to using just animation textures?
I've found that even since unreal has streaming alembic cache since 4.22, it's still experimental. so large cache files take a long time to load in. I've experienced some taking 2 hours to bring in, and i have no idea if it's crashed or not while it's coming in. so another thought i had was to maybe batch load an alembic animation in parts. or if vertex animation cache is precise, textures seem like a faster way to load in clips to a mesh.
thanks!
I've been investigating different cache ways to bring in animation into unreal so I've had an eye on animation textures for a while.
With python being added to unreal maybe it would allow for some more ways to bring stuff into the engine more efficiently.
I'm guessing that the precision of the texture is based on the bounding box of the animation? in the link here [vimeo.com] the precision was a bit off, is that fixed with 32bit textures?
does the scene size have some affect on it? say if the bounding box is large or the animation is for example 1,000,000 units away from world space 0?
you say that alembic can handle some certain issues with shadows better? do you have an example on how that would be compared to using just animation textures?
I've found that even since unreal has streaming alembic cache since 4.22, it's still experimental. so large cache files take a long time to load in. I've experienced some taking 2 hours to bring in, and i have no idea if it's crashed or not while it's coming in. so another thought i had was to maybe batch load an alembic animation in parts. or if vertex animation cache is precise, textures seem like a faster way to load in clips to a mesh.
thanks!
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Sirvoxelot
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cool!
can is there a limit to how many frames this can spit out (due to texture size)? or how dense a mesh?
could this replace alembic cache in terms of efficiency?
can is there a limit to how many frames this can spit out (due to texture size)? or how dense a mesh?
could this replace alembic cache in terms of efficiency?
Houdini for Realtime » realtime rigging suggestion
- Sirvoxelot
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I’ve seen that and tested it a few times, but it seemed like it made its own bones and weights, I wasn’t clear on how to feed it a pre-weighted bone rig from fbx
Still pretty awesome though
Still pretty awesome though
Houdini for Realtime » realtime rigging suggestion
- Sirvoxelot
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not sure if this is the place to request this, but I'll post it anyways
https://www.bilibili.com/video/av15432000/ [www.bilibili.com]
I saw this really cool video for hans goddard's learning deformation tool
so I'm posting this as a suggestion to the game tools developers for AAA quality rig exports for realtime VR or game engine friendly rigs
I'm imagining 2 inputs of a skeletal mesh fbx range of motion animation and a corresponding a muscle/blend shape pose cache that matches the fbx.
then the output would spit out an fbx with weighted bones and animation for the range of motion clips would be enough to transfer it
to maya or max
https://www.bilibili.com/video/av15432000/ [www.bilibili.com]
I saw this really cool video for hans goddard's learning deformation tool
so I'm posting this as a suggestion to the game tools developers for AAA quality rig exports for realtime VR or game engine friendly rigs
I'm imagining 2 inputs of a skeletal mesh fbx range of motion animation and a corresponding a muscle/blend shape pose cache that matches the fbx.
then the output would spit out an fbx with weighted bones and animation for the range of motion clips would be enough to transfer it
to maya or max
Houdini Lounge » clothing transfer
- Sirvoxelot
- 75 posts
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I saw this cool technical video of Hans Goddard's clone to quad tool
http://www.3dvf.com/actualite-16722-hans-godard-showreel-plugins-nodal-2016.html [www.3dvf.com]
in the video at 3:33
it lets costumes for one character size transfer to another character size with the same topology
does anyone know if there's some binding tools or something in houdini that will allow this to recreate the same effect?
like a mesh transformer lattice thing of some sort
https://www.toolchefs.com/?portfolio=harmonic-deformer [www.toolchefs.com]
maybe this would work, but it stops at maya 2017 for some reason
http://www.3dvf.com/actualite-16722-hans-godard-showreel-plugins-nodal-2016.html [www.3dvf.com]
in the video at 3:33
it lets costumes for one character size transfer to another character size with the same topology
does anyone know if there's some binding tools or something in houdini that will allow this to recreate the same effect?
like a mesh transformer lattice thing of some sort
https://www.toolchefs.com/?portfolio=harmonic-deformer [www.toolchefs.com]
maybe this would work, but it stops at maya 2017 for some reason
Houdini for Realtime » vertex animation texture limit?
- Sirvoxelot
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yeah that makes sense, I was thinking that would be a solution but may be a bit of work to set up in the pipe
but maybe pdg would take care of that easily maybe
thanks for the input!
but maybe pdg would take care of that easily maybe
thanks for the input!
Houdini Indie and Apprentice » Booleans with smooth edges
- Sirvoxelot
- 75 posts
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is it easy to lift and load it onto another? maybe just over internet connection?
steam makes for a really convenient way to have a floating license
steam makes for a really convenient way to have a floating license
Houdini Indie and Apprentice » Booleans with smooth edges
- Sirvoxelot
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