I was trying to create an HDA which would have an interface similar to Skeleton or RigPose Node.
What I mean by that, I would like to have per-point handles (those green disks), which are visible through the geometry and can be clicked for running the callbacks in the viewer state script.
I haven't found any information on that. Any ideas?
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Technical Discussion » Per-point viewer state handles
- wolskikrzys
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Technical Discussion » Accessing CaptureLayerPaint viewer state in HDA
- wolskikrzys
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I wanted to create an HDA which will speed up the skinning process.
I put the CaptureLayerPaint node inside which allows for manual painting of the weights.
I would like to evoke the viewer state of this node as a default viewer state of my HDA.
Any idea on how to do it?
I've been trying to set the default state of the node to 'capturelayerpaint', but it doesn't seem to work (I don't have the brush interface). I have also promoted all the parameters of this node, but it didn't work either.
Thanks in advance.
I put the CaptureLayerPaint node inside which allows for manual painting of the weights.
I would like to evoke the viewer state of this node as a default viewer state of my HDA.
Any idea on how to do it?
I've been trying to set the default state of the node to 'capturelayerpaint', but it doesn't seem to work (I don't have the brush interface). I have also promoted all the parameters of this node, but it didn't work either.
Thanks in advance.
Technical Discussion » Enter into viewer state/context of a node inside an HDA
- wolskikrzys
- 53 posts
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I have the same problem, but I am trying to access the viewer state of capturelayerpaint node within my HDA.
None of the solutions given above works. Any ideas, how to do it?
None of the solutions given above works. Any ideas, how to do it?
Technical Discussion » Issue with Hairshader
- wolskikrzys
- 53 posts
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Any news on that subject? The hair in the viewport is still diffuse and it makes the grooming process much more difficult.
Technical Discussion » Kinefx Reverse Foot VOP - How do I make it work with IK?
- wolskikrzys
- 53 posts
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Hey Motionaut. Could you please post an example file of how you managed to do IK with the reverse foot?
I've been struggling with that for quite some time, and still no results. Some bones are still changing their length.
Thanks in advance!
I've been struggling with that for quite some time, and still no results. Some bones are still changing their length.
Thanks in advance!
Houdini Indie and Apprentice » KineFX Curve solve - undesirable mesh deformation
- wolskikrzys
- 53 posts
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deviner
Your first version of the skeleton was correct, you need to use a “skeleton mirror” too. Pay attention to the joints orientation.
Skeleton allows you to adjust the orientation
check this out
https://www.sidefx.com/docs/houdini/character/kinefx/skeletons.html [www.sidefx.com]
especially the “Orienting joints” part
Thanks for fixing the mesh and for the link to docs.
I've been searching for such information, but it seems this webpage is still too fresh for google.
It was a great lecture.
Houdini Indie and Apprentice » KineFX Curve solve - undesirable mesh deformation
- wolskikrzys
- 53 posts
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deviner
Hi,
The UP axis and LOOK AT axis should be different, for transformations to be correctly calculated.
So, try to orient your joints along the Z-axis for ex
hip attached
Oh, it worked very well for you. I still wonder how you make reorient joints node to orient them that nicely.
I was trying to reorient them before, but I always get very messy orientations.
Even with reorient joints I cannot reproduce your results. What do I do wrong?
Here are the joint after reorient operation… I also attach hip file.
Edited by wolskikrzys - Nov. 17, 2020 17:50:28
Houdini Indie and Apprentice » KineFX Curve solve - undesirable mesh deformation
- wolskikrzys
- 53 posts
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Hi,
I was trying to make a spine rig using a curve solve VOP.
I tried to follow the Houdini 18.5 KineFX presentation, but I got to the problem.
When I look at the skeleton, it seems to follow the fitted curve very well.
When I use a bone deform node the mesh gets distorted in a weird way.
Here are the screenshot and source file:
I was trying to make a spine rig using a curve solve VOP.
I tried to follow the Houdini 18.5 KineFX presentation, but I got to the problem.
When I look at the skeleton, it seems to follow the fitted curve very well.
When I use a bone deform node the mesh gets distorted in a weird way.
Here are the screenshot and source file:
Edited by wolskikrzys - Nov. 17, 2020 13:55:12
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- wolskikrzys
- 53 posts
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Hi guys,
I created a custom rig for my character and wanted to encapsulate it in an HDA.
The problem is that after that the control geometry I setup for the rig cannot be clicked and moved.
When I created HDA I replaced RigPose node with ComputeRigPose and promoted parameters.
This allowed me to put the transformation manually by specifying the values in the parameter pane, but not by click and drag paradigm.
How Shall I setup the HDA correctly so it behaves like RigPose node?
I created a custom rig for my character and wanted to encapsulate it in an HDA.
The problem is that after that the control geometry I setup for the rig cannot be clicked and moved.
When I created HDA I replaced RigPose node with ComputeRigPose and promoted parameters.
This allowed me to put the transformation manually by specifying the values in the parameter pane, but not by click and drag paradigm.
How Shall I setup the HDA correctly so it behaves like RigPose node?
Houdini Indie and Apprentice » Is it possible to change agent pose in lops?
- wolskikrzys
- 53 posts
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Hi guys!
KineFX is great. Finally rigging in Houdini became easier.
I managed to prepare a rig for my character and bring it to LOPs. But now I wonder, how am I supposed to use him in the layout?
I have him in an A-pose and wanted to kinda interact with the environment.
Is it possible to change the pose of the character in LOPs?
KineFX is great. Finally rigging in Houdini became easier.
I managed to prepare a rig for my character and bring it to LOPs. But now I wonder, how am I supposed to use him in the layout?
I have him in an A-pose and wanted to kinda interact with the environment.
Is it possible to change the pose of the character in LOPs?
Houdini Indie and Apprentice » How to generate hair detached from skin?
- wolskikrzys
- 53 posts
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Hey guys,
I am learning grooming in Houdini and tools are great.
I wanted to create a hair-bun as a separate object. In more detail, I wanted to create torus and use edges as guides.
I noticed that with groombear toolkit it's possible to generate hair with guides detached from the skin.
(example at 6:14 here: https://www.youtube.com/watch?v=o6_8uVnhu64&t=7s&ab_channel=KamilWac%C5%82awiak)
How can I do the same with native Houdini tools?
Thanks in advance!
I am learning grooming in Houdini and tools are great.
I wanted to create a hair-bun as a separate object. In more detail, I wanted to create torus and use edges as guides.
I noticed that with groombear toolkit it's possible to generate hair with guides detached from the skin.
(example at 6:14 here: https://www.youtube.com/watch?v=o6_8uVnhu64&t=7s&ab_channel=KamilWac%C5%82awiak)
How can I do the same with native Houdini tools?
Thanks in advance!
Houdini Indie and Apprentice » Selecting hard edges
- wolskikrzys
- 53 posts
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Hey guys,
I am trying to select hard edges in my geometry based on precomputed normals.
The group not with edge selection based on angle doesn't work here, as sometimes I have 90 angle edges which are and should stay smoothed (check the picture). Is there any way to create a group selection of only this hard edges? I want to crease these hard edges so in the case presented in the picture I have circular hole.
I am doing it as a circumvent of the fact that creases cannot be imported with FBX to Houdini.
Thanks for any help!
I am trying to select hard edges in my geometry based on precomputed normals.
The group not with edge selection based on angle doesn't work here, as sometimes I have 90 angle edges which are and should stay smoothed (check the picture). Is there any way to create a group selection of only this hard edges? I want to crease these hard edges so in the case presented in the picture I have circular hole.
I am doing it as a circumvent of the fact that creases cannot be imported with FBX to Houdini.
Thanks for any help!
Edited by wolskikrzys - May 9, 2020 14:36:48
Houdini Indie and Apprentice » Exporting curves from Houdini Apprentice
- wolskikrzys
- 53 posts
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