thanks both of you
I think the timing issue was down to two things.
1. Firstly I'd keyframed my constant value which was controlling the index lookup in my warp node, I'm looking into doing this in an alternative way now, but if I manually adjust the samples in the constant chop instead, it sorts itself out.
2. The second was the sampling rates. I resampled my post warped mocap data to the 441000 rate the oscillator was set to and it works.
I'll also check whether my import frame rate is right in the compositor
I'll post a minimized working version of it later if anyone's interested.
Thanks again for the heads up pointers
John
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Technical Discussion » Timewarping in chops and audio problem
- HUGHSPEERS
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Technical Discussion » Timewarping in chops and audio problem
- HUGHSPEERS
- 79 posts
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here's the file
bclip's for initial pose and move included
Any suggestions for taking the idea further ?
John
bclip's for initial pose and move included
Any suggestions for taking the idea further ?
John
Technical Discussion » Timewarping in chops and audio problem
- HUGHSPEERS
- 79 posts
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Hello all
I'm playing around with mocap data brought in as bclips inside chops.
I thought it would be fun to see if the data could play an oscillator ,
as if the limbs of my characters bones where playing a virtual theremin.
All worked well. I attached my file to a maths chop to get the data in an audible range then attached that to the oscillator node, all good this works.
My first problem is that when I save the results as an aiff the result doesnt match the length of my rendered images , this is frustrating as I'm yet to see if there is any correlation between the movement of my characters and the audio, boo.
The second problem I have is that I've time warped the data to freeze the character in certain poses then start him off again. Now the audio output is just a constant drone with intermittent intervals (sounds like a john cage title).
I'll attach a reduced version of it. Any ideas would be well appreciated.
Cheers
John
I'm playing around with mocap data brought in as bclips inside chops.
I thought it would be fun to see if the data could play an oscillator ,
as if the limbs of my characters bones where playing a virtual theremin.
All worked well. I attached my file to a maths chop to get the data in an audible range then attached that to the oscillator node, all good this works.
My first problem is that when I save the results as an aiff the result doesnt match the length of my rendered images , this is frustrating as I'm yet to see if there is any correlation between the movement of my characters and the audio, boo.
The second problem I have is that I've time warped the data to freeze the character in certain poses then start him off again. Now the audio output is just a constant drone with intermittent intervals (sounds like a john cage title).
I'll attach a reduced version of it. Any ideas would be well appreciated.
Cheers
John
Edited by - March 3, 2010 08:58:27
Houdini Indie and Apprentice » Channel graph keyframe expressions
- HUGHSPEERS
- 79 posts
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Hi Edward
I managed to make use of the easep() function in the Function box,
it allowed me to write in the opdigits fuction in the brackets , then I multiplied that number by another channel reference to scale it.
Easep(opdigits(“.”)*ch(../constant2/value0"))
this allows me to control the acceleration of large groups of keyframes.
Cheers for your help Edward I'm now playing with the Slope and area nodes.
John
I managed to make use of the easep() function in the Function box,
it allowed me to write in the opdigits fuction in the brackets , then I multiplied that number by another channel reference to scale it.
Easep(opdigits(“.”)*ch(../constant2/value0"))
this allows me to control the acceleration of large groups of keyframes.
Cheers for your help Edward I'm now playing with the Slope and area nodes.
John
Houdini Indie and Apprentice » Channel graph keyframe expressions
- HUGHSPEERS
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Hello Edward
Thanks for those tips
the crazy expressions you mentioned the local channel variables look like they reference the key-frames slopes and eases, they can't be used with the bezier expression in the functions text box, were you suggesting using them in a chops expression?
At the moment I'm importing motion data as a bclip then warping the movement to pause at certain points. The warps are controlled by a constant channel node which I'm keyframing, it's these keyframes slopes and accelerations that I'm attempting to alter with my bezier expressions.
Creating a different warp for each variance of the movement.
Echoing the same movement but with acceleration changes.
When key-framed data passes into the chops network it gets re-sampled doesn't it? or can you manipulate keyframes in there some how?
thanks again for your help
John
Thanks for those tips
the crazy expressions you mentioned the local channel variables look like they reference the key-frames slopes and eases, they can't be used with the bezier expression in the functions text box, were you suggesting using them in a chops expression?
At the moment I'm importing motion data as a bclip then warping the movement to pause at certain points. The warps are controlled by a constant channel node which I'm keyframing, it's these keyframes slopes and accelerations that I'm attempting to alter with my bezier expressions.
Creating a different warp for each variance of the movement.
Echoing the same movement but with acceleration changes.
When key-framed data passes into the chops network it gets re-sampled doesn't it? or can you manipulate keyframes in there some how?
thanks again for your help
John
Houdini Indie and Apprentice » Channel graph keyframe expressions
- HUGHSPEERS
- 79 posts
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Hi Edward
That multiplies all the values of the keyframes perfectly.
Each copy multiplies the keyframe by it's appended digit.
I was wondering whether you can alter the keyframes acceleration or slope
with an expression.
so that if a ball was moving between two points,
the expression would make each subsequent copy of the ball
accelerate from, then decelerate into the keyed positions,
with a greater degree of acceleration/deceleration.
A kind of stretching effect.
I've been doing this by hand but it's quite a drag when you have to do more than 50.
Is there a way to access these parts of the bezier expression?
Cheers
John
That multiplies all the values of the keyframes perfectly.
Each copy multiplies the keyframe by it's appended digit.
I was wondering whether you can alter the keyframes acceleration or slope
with an expression.
so that if a ball was moving between two points,
the expression would make each subsequent copy of the ball
accelerate from, then decelerate into the keyed positions,
with a greater degree of acceleration/deceleration.
A kind of stretching effect.
I've been doing this by hand but it's quite a drag when you have to do more than 50.
Is there a way to access these parts of the bezier expression?
Cheers
John
Houdini Indie and Apprentice » Channel graph keyframe expressions
- HUGHSPEERS
- 79 posts
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Hi all
I've playing around with some human movement animations creating a kind of muybridge iterative echoing time effect.
I take the animation then duplicate it several times
then edit each copies keyframes altering there acceleration by degrees.
This works, but I was wondering if there was a way I could get more control
over the process by adding an expression into the Functions text box.
I'd like to be able to access the name of the node I'm editing with the opdigits
function and use that to effect the acceleration.
I've looked around but can't find many resources that give any examples
could anyone give me any pointers?
Thanks
John
I've playing around with some human movement animations creating a kind of muybridge iterative echoing time effect.
I take the animation then duplicate it several times
then edit each copies keyframes altering there acceleration by degrees.
This works, but I was wondering if there was a way I could get more control
over the process by adding an expression into the Functions text box.
I'd like to be able to access the name of the node I'm editing with the opdigits
function and use that to effect the acceleration.
I've looked around but can't find many resources that give any examples
could anyone give me any pointers?
Thanks
John
Houdini Indie and Apprentice » how do i access and edit a point attribute
- HUGHSPEERS
- 79 posts
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Houdini Indie and Apprentice » Geometry Capture Attributes
- HUGHSPEERS
- 79 posts
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Houdini Indie and Apprentice » Geometry Capture Attributes
- HUGHSPEERS
- 79 posts
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Good day/eve to you
I'm trying to replace the bone references for my weighted, skinned and deformed character.
I can change the references in the Capture node and the data will update and deform appropriately for this node.(I change the text BVH1 to BVH2 etc..)
I tried doing the same for my Capturemirror and Capturelayerpaint
but got bad results, they where still referencing the old bones.
I gathered that data was being stored inside them so looked at the spreadsheet.
Sure enough the old bones where still being referenced and where unaffected by my change in selection higher up in the hierarchy.
Is there anyway I can get my weights to update relative to the capture node further up in the hierarchy?
Maybe there's an easier way to switch rigs and keep all the skin weighting?
Thanks
John
I'm trying to replace the bone references for my weighted, skinned and deformed character.
I can change the references in the Capture node and the data will update and deform appropriately for this node.(I change the text BVH1 to BVH2 etc..)
I tried doing the same for my Capturemirror and Capturelayerpaint
but got bad results, they where still referencing the old bones.
I gathered that data was being stored inside them so looked at the spreadsheet.
Sure enough the old bones where still being referenced and where unaffected by my change in selection higher up in the hierarchy.
Is there anyway I can get my weights to update relative to the capture node further up in the hierarchy?
Maybe there's an easier way to switch rigs and keep all the skin weighting?
Thanks
John
Houdini Indie and Apprentice » Editing channel reference expressions
- HUGHSPEERS
- 79 posts
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Thanks Edward that works brilliantly
the dot in the quotation marks (“.”) refers to the amount of levels up the hierarchy to look for the name.
then (“..”) will take me up to the subnet that contains my rig.
For future reference the + sign's are part of the grammar peculiar to hscript?
Thanks again Edward that's saved me hours.
John
the dot in the quotation marks (“.”) refers to the amount of levels up the hierarchy to look for the name.
then (“..”) will take me up to the subnet that contains my rig.
For future reference the + sign's are part of the grammar peculiar to hscript?
Thanks again Edward that's saved me hours.
John
Houdini Indie and Apprentice » Genreate poly surface from Points
- HUGHSPEERS
- 79 posts
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Hey Disco Disco
That doesn't quite work with the set up I've got.
Let's say for instance you make a random cloud of points from a jittered sphere maybe,
then append a triangulate2d node
it would be good to define the angle you project the polygon plane onto them.
then move them back into there original positions with the point sop.
You could then recreate surfaces or hulls of objects that have been tracked in a
camera solving package.
Syntheyes has a function like this , where you can select the points then triangulate them from the angle your looking from, very handy.
Any ideas how to adapt the triangulate2d node?
HughSpeers
That doesn't quite work with the set up I've got.
Let's say for instance you make a random cloud of points from a jittered sphere maybe,
then append a triangulate2d node
it would be good to define the angle you project the polygon plane onto them.
then move them back into there original positions with the point sop.
You could then recreate surfaces or hulls of objects that have been tracked in a
camera solving package.
Syntheyes has a function like this , where you can select the points then triangulate them from the angle your looking from, very handy.
Any ideas how to adapt the triangulate2d node?
HughSpeers
Houdini Indie and Apprentice » Editing channel reference expressions
- HUGHSPEERS
- 79 posts
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Hi edward
I just gave the “`” a go but keep getting this message:
**unable to evaluate expression , syntax error extra tokens detected in expression**
I've also tried referencing another spare parameter I've set up but got the same result
if I try something like`$F` it doesn't get the error but ignores the $F altogether
is there a different kind of syntax for this kind of expression?
Thanks
John
I just gave the “`” a go but keep getting this message:
**unable to evaluate expression , syntax error extra tokens detected in expression**
I've also tried referencing another spare parameter I've set up but got the same result
if I try something like`$F` it doesn't get the error but ignores the $F altogether
is there a different kind of syntax for this kind of expression?
Thanks
John
Houdini Indie and Apprentice » Sound
- HUGHSPEERS
- 79 posts
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Hey W9jfo
You could get quicktime pro then copy and paste a sound file into it.
Otherwise some free editing software?
Might be simpler than doing it in Houdini
John
You could get quicktime pro then copy and paste a sound file into it.
Otherwise some free editing software?
Might be simpler than doing it in Houdini
John
Houdini Indie and Apprentice » Genreate poly surface from Points
- HUGHSPEERS
- 79 posts
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Hey disco
I've think I've got half an answer,
If you append a triangulate2d node to your points, it'll create a 2d plane from your points.I'm not quite sure how to control the angle it projects from though.
It'll be flat but you could then append a point sop, put your plane in the first input then your original points in the second
set the positions in the point sop to the second input
$TX2 $TY2 $TZ2
that'll decompress your plane, results might be random.
Let me know if you work out a way to control them
John
I've think I've got half an answer,
If you append a triangulate2d node to your points, it'll create a 2d plane from your points.I'm not quite sure how to control the angle it projects from though.
It'll be flat but you could then append a point sop, put your plane in the first input then your original points in the second
set the positions in the point sop to the second input
$TX2 $TY2 $TZ2
that'll decompress your plane, results might be random.
Let me know if you work out a way to control them
John
Houdini Indie and Apprentice » Editing channel reference expressions
- HUGHSPEERS
- 79 posts
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Hello all,
I'm controlling some bones in a BVH imported character rig.
I'm playing around with chops and the warp curves , re timing the movements of my character.
I'm creating different warp chops with appended names data(1) data(2) etc..
then I'm duplicating my rigs and editing the channel reference expressions
that link the bones to the chops.
I'd like to edit them in a way that I can insert an opdigits function into them, so they can reference the number in the name of a node and append a given number
example :
/chops/data+opdigits(“.”)/hip_rx
kind of thing.
the opdigits doesn't work , can anyone think of a way to do this, or will I have to change all the references every time I make a new rig?
cheers
John
I'm controlling some bones in a BVH imported character rig.
I'm playing around with chops and the warp curves , re timing the movements of my character.
I'm creating different warp chops with appended names data(1) data(2) etc..
then I'm duplicating my rigs and editing the channel reference expressions
that link the bones to the chops.
I'd like to edit them in a way that I can insert an opdigits function into them, so they can reference the number in the name of a node and append a given number
example :
/chops/data+opdigits(“.”)/hip_rx
kind of thing.
the opdigits doesn't work , can anyone think of a way to do this, or will I have to change all the references every time I make a new rig?
cheers
John
Houdini Indie and Apprentice » Another FBX import problem
- HUGHSPEERS
- 79 posts
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Thanks for the quick response Jeff
that's a shame, although I quite like the importing with mcacclaim and being able to switch chops anyway.
I'm struggling with capturing in houdini and it's already been done in maya.
I suppose I only have to get it right once.
There are a lot of different ways to capture in houdini,
have you got any tips?
thanks again
John
that's a shame, although I quite like the importing with mcacclaim and being able to switch chops anyway.
I'm struggling with capturing in houdini and it's already been done in maya.
I suppose I only have to get it right once.
There are a lot of different ways to capture in houdini,
have you got any tips?
thanks again
John
Technical Discussion » mantra procedural--Sprite
- HUGHSPEERS
- 79 posts
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Is it possible to access older Geometry parameters in the
'edit Parameter interface' option in the cog next to the geometry name , will they still work?
John
'edit Parameter interface' option in the cog next to the geometry name , will they still work?
John
Houdini Indie and Apprentice » Another FBX import problem
- HUGHSPEERS
- 79 posts
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Hello, I'm trying to import rigged characters into Houdini from Motionbuilder
The bones and animation come in and the characters skin,
but alas there are no deformation nodes attached to the skin.
I could do this a few years ago in an older version of houdini,
is there something I've forgotten or has something changed.
Thanks all
John
The bones and animation come in and the characters skin,
but alas there are no deformation nodes attached to the skin.
I could do this a few years ago in an older version of houdini,
is there something I've forgotten or has something changed.
Thanks all
John
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