cool thanks! looks pretty good!
does it work with steam indie 17.5?
Found 75 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Booleans with smooth edges
- Sirvoxelot
- 75 posts
- Offline
Houdini Indie and Apprentice » Booleans with smooth edges
- Sirvoxelot
- 75 posts
- Offline
Houdini Indie and Apprentice » Booleans with smooth edges
- Sirvoxelot
- 75 posts
- Offline
https://80.lv/articles/smooth-boolean-plugin-for-3ds-max/ [80.lv]
http://www.hard-mesh.com/ [www.hard-mesh.com]
Just saw these recently, can Houdini's booleans do something like this?
Looks like smoothing edges to booleaned objects
http://www.hard-mesh.com/ [www.hard-mesh.com]
Just saw these recently, can Houdini's booleans do something like this?
Looks like smoothing edges to booleaned objects
Edited by Sirvoxelot - April 3, 2019 11:15:28
Houdini for Realtime » vertex animation texture limit?
- Sirvoxelot
- 75 posts
- Offline
https://www.sidefx.com/tutorials/game-tools-vertex-animation-textures/?collection=50 [www.sidefx.com]
in the vertex animation texture is there a mesh vertex limit to the textures that anyone has encountered?
like if a mesh has 300k poly and is in an animation sequence of say 500 frames?
or is there any speculation if this technique (animation cache) were converted to something of a text based format maybe json? and fed to the gpu and used in a realtime engine would have results just as fast?
in the vertex animation texture is there a mesh vertex limit to the textures that anyone has encountered?
like if a mesh has 300k poly and is in an animation sequence of say 500 frames?
or is there any speculation if this technique (animation cache) were converted to something of a text based format maybe json? and fed to the gpu and used in a realtime engine would have results just as fast?
Technical Discussion » Animation workflow in houdini
- Sirvoxelot
- 75 posts
- Offline
so I found another interesting method of animation that a fellow named Raf Anzovin is using
he calls it ephemeral rigging, the results are an interpolationless animation that looks almost hand-drawn
animation pilot the new pioneers [vimeo.com]
there's more details in his blog post
https://www.justtodosomethingbad.com/blog/2017/9/17/its-a-post [www.justtodosomethingbad.com]
he explains some node callback function in maya is what he uses
https://www.justtodosomethingbad.com/blog/2017/10/22/nuts-and-bolts [www.justtodosomethingbad.com]
would something like this work well in houdini?
he calls it ephemeral rigging, the results are an interpolationless animation that looks almost hand-drawn
animation pilot the new pioneers [vimeo.com]
there's more details in his blog post
https://www.justtodosomethingbad.com/blog/2017/9/17/its-a-post [www.justtodosomethingbad.com]
he explains some node callback function in maya is what he uses
https://www.justtodosomethingbad.com/blog/2017/10/22/nuts-and-bolts [www.justtodosomethingbad.com]
would something like this work well in houdini?
Technical Discussion » Animation workflow in houdini
- Sirvoxelot
- 75 posts
- Offline
yeah,
also I found this
https://www.mokastudio.com/features.html [www.mokastudio.com]
haven't got it to work on my 4k monitors at work
still need to test it at home
being able to sketch poses looks awesome. and being able to dynamically change the ik to pose what you want
looks to be really innovating
keep me posted !
also I found this
https://www.mokastudio.com/features.html [www.mokastudio.com]
haven't got it to work on my 4k monitors at work
still need to test it at home
being able to sketch poses looks awesome. and being able to dynamically change the ik to pose what you want
looks to be really innovating
keep me posted !
Houdini Learning Materials » vex editor window
- Sirvoxelot
- 75 posts
- Offline
Houdini Learning Materials » vex editor window
- Sirvoxelot
- 75 posts
- Offline
https://vimeo.com/204994936 [vimeo.com]
I was watching this tutorial and clicked around a buncha things but I couldn't find how to make the vex editor window pop up at 1:00
anyone know the hotkey to do it?
the closest window i found was under windows>Python source editor
but that doesn't affect the VEXpression
I know I can probably do the rest of the tutorial without using that
but it bugs me when I can't do everything in a tutorial for some reason
I was watching this tutorial and clicked around a buncha things but I couldn't find how to make the vex editor window pop up at 1:00
anyone know the hotkey to do it?
the closest window i found was under windows>Python source editor
but that doesn't affect the VEXpression
I know I can probably do the rest of the tutorial without using that
but it bugs me when I can't do everything in a tutorial for some reason
SI Users » houdini apprentice a 1 monitor program?
- Sirvoxelot
- 75 posts
- Offline
thanks for the reply,
I think it was a bug
I just tested 2 more windows just now
and it seems fine. maybe I just restarted it from a few days ago and it just works now
problem averted!
I think it was a bug
I just tested 2 more windows just now
and it seems fine. maybe I just restarted it from a few days ago and it just works now
problem averted!
Technical Discussion » Animation workflow in houdini
- Sirvoxelot
- 75 posts
- Offline
ahh thanks for the input Malbrecht,
I see what you mean by defining the skeleton with the binded weights as a rig itself. i think the benefits are very clear still. http://www.gdcvault.com/play/1020441/Designing-the-Bungie-Animation [gdcvault.com] at 20 min he shows the tools they used for the animation cleanup/ balance/ parent space of the rig.
and as long as it's planned out right, new geo on something doesn't seem like it would break this method. http://www.gdcvault.com/play/1020441/Designing-the-Bungie-Animation [gdcvault.com] . In the same destiny video GDC talk with Richard they were showing animations from smaller characters being shared to larger ones with an added delta offset animation layer on a custom runtime animation rig that's very compressed (he mentions 500kb to 20kb), at around 41min in . it was a really cool talk with what tools they're using at bungie for the destiny animation pipe.
how would one approach this in houdini? is there an output window for actions like maya's mel that I could use as reference to build out scripted actions in houdini? and what script language would it use?
I see what you mean by defining the skeleton with the binded weights as a rig itself. i think the benefits are very clear still. http://www.gdcvault.com/play/1020441/Designing-the-Bungie-Animation [gdcvault.com] at 20 min he shows the tools they used for the animation cleanup/ balance/ parent space of the rig.
and as long as it's planned out right, new geo on something doesn't seem like it would break this method. http://www.gdcvault.com/play/1020441/Designing-the-Bungie-Animation [gdcvault.com] . In the same destiny video GDC talk with Richard they were showing animations from smaller characters being shared to larger ones with an added delta offset animation layer on a custom runtime animation rig that's very compressed (he mentions 500kb to 20kb), at around 41min in . it was a really cool talk with what tools they're using at bungie for the destiny animation pipe.
how would one approach this in houdini? is there an output window for actions like maya's mel that I could use as reference to build out scripted actions in houdini? and what script language would it use?
Technical Discussion » Animation workflow in houdini
- Sirvoxelot
- 75 posts
- Offline
ah sorry!
thought there'd be some workflow in that video
https://vimeo.com/171165613 [vimeo.com]
here richard shows his pipeline to output a skinned character into a game engine from maya.
Friedasparagus seems to get it.
Richard destroys the rig, then rebuild a rig over the same skinned character. in this method, he can rebuild the rig in any curve space he wants for what goal he's trying to fix.
https://vimeo.com/171164594 [vimeo.com]
in here he shows his methods to get some quick animation overlaps using temporary aim constraints
the methodology is using the best rig as a tool for what goal you're trying to do.
it's a really unique approach compared to the try to build a rig that does it all approach.
thought there'd be some workflow in that video
https://vimeo.com/171165613 [vimeo.com]
here richard shows his pipeline to output a skinned character into a game engine from maya.
Friedasparagus seems to get it.
Richard destroys the rig, then rebuild a rig over the same skinned character. in this method, he can rebuild the rig in any curve space he wants for what goal he's trying to fix.
https://vimeo.com/171164594 [vimeo.com]
in here he shows his methods to get some quick animation overlaps using temporary aim constraints
the methodology is using the best rig as a tool for what goal you're trying to do.
it's a really unique approach compared to the try to build a rig that does it all approach.
Technical Discussion » Animation workflow in houdini
- Sirvoxelot
- 75 posts
- Offline
I was watching this video for the Maya game animation workflow in Destiny by Richard Lico
https://www.youtube.com/watch?v=8p0WQJtjZZ0 [youtube.com]
basically it's dynamically building a rig and then working with baked animation data
and then changing the pivot space for certain rigs to clean up the animation keys
I was wondering if anyone has the experience to tell whether or not this animation style could be replicated in houdini,
thanks
https://www.youtube.com/watch?v=8p0WQJtjZZ0 [youtube.com]
basically it's dynamically building a rig and then working with baked animation data
and then changing the pivot space for certain rigs to clean up the animation keys
I was wondering if anyone has the experience to tell whether or not this animation style could be replicated in houdini,
thanks
SI Users » houdini apprentice a 1 monitor program?
- Sirvoxelot
- 75 posts
- Offline
not sure if this is a bug or a locked feature
when I have a floating window in the houdini window it's fine
but if i move it to another window it glitches out
in my attached images, the 2 left images are what they show in the secondary monitor, while the 2 right images are what they show while floating over the main houdini window
when I have a floating window in the houdini window it's fine
but if i move it to another window it glitches out
in my attached images, the 2 left images are what they show in the secondary monitor, while the 2 right images are what they show while floating over the main houdini window
Houdini Indie and Apprentice » houdini 16 skin weighting to unity
- Sirvoxelot
- 75 posts
- Offline
Hi there
does the new houdini 16 biharmonic skin weighting transfer over to unity directly? or is there a conversion of some sort to make it match?
does the new houdini 16 biharmonic skin weighting transfer over to unity directly? or is there a conversion of some sort to make it match?
Technical Discussion » New houdini biharmonic skinning to unity or maya
- Sirvoxelot
- 75 posts
- Offline
Hey just wondering if the new biharmonic skinning exports FBX files to unity or maya?
I think the default in unity is dual quaternion, and maya I think you can mix between dual quaternion and linear blend?
not sure if this is the right place to post this question I'm new here
thanks!
I think the default in unity is dual quaternion, and maya I think you can mix between dual quaternion and linear blend?
not sure if this is the right place to post this question I'm new here
thanks!
-
- Quick Links