would it be okay for you if I could send the *.obj file and the hip file to your email adress?
Because I'm not able to check wether the problem originates in the obj file. It was exported from lightwave with their native obj exporter. Perhaps problems with this is already known.
Though I must say i never experienced problems importing those obj's into other programs.
Found 113 posts.
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Technical Discussion » Cannot correctly do an attribute copy or transfer of UV's
- kgoossens
- 289 posts
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Technical Discussion » Cannot correctly do an attribute copy or transfer of UV's
- kgoossens
- 289 posts
- Offline
edward
Maybe the point count/order is different between the two inputs?
Hi Edward,
The point order is exactly the same, I first had this without the facet SOP's inbetween and it gave the same result.
The only difference I see when I do a UV pelt on the face model, as opposed to a native houdini model, is that the selected edges are doubling their points.
But I've found a fix now. It seemed something was wrong between the point and the vertex order from the original model.
When I added a sort SOP it gave the warning “rotation not available for this handle”. (what does this exception mean btw?)
When I did a sort by vertex order and did the pelting then it worked.
B.t.w. the model was imported via *.obj. Probably something went wrong over there?
Technical Discussion » Animation blending: How to do this?
- kgoossens
- 289 posts
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Hi Everybody,
I have several blendsops for animating the facials of a character.
What I would like to do is to animate those to create several layers of animation.
For example :
the character laughing for 100 frames
the character crying for 100 frames
And then blend from the laughing animation towards the crying animation.
Should I do this using takes? If so, how can you blend takes.
Or are there other methods to blend multi channel animations with each other?
cheers
I have several blendsops for animating the facials of a character.
What I would like to do is to animate those to create several layers of animation.
For example :
the character laughing for 100 frames
the character crying for 100 frames
And then blend from the laughing animation towards the crying animation.
Should I do this using takes? If so, how can you blend takes.
Or are there other methods to blend multi channel animations with each other?
cheers
Technical Discussion » BUG: takes & blendsop
- kgoossens
- 289 posts
- Offline
Possible Bug
Houdini: 8.1.813
Distribution Build: Windows
When dragging a changed alias channel from a blendsop into a take, the changed alias name is not used. Instead the default blendname is represented.
Houdini: 8.1.813
Distribution Build: Windows
When dragging a changed alias channel from a blendsop into a take, the changed alias name is not used. Instead the default blendname is represented.
Technical Discussion » Cannot correctly do an attribute copy or transfer of UV's
- kgoossens
- 289 posts
- Offline
Possible Bug??
Houdini: 8.1.813
Distribution Build: Windows
After pelting I wanted to copy the uv's but they became totally mingled.
Perhaps I am doing something wrong, because I'm not able to reproduce it with other, more simple meshes.
When I tried to use and attribute transfer instead it gave a likewise result although not exactly the same.
Original UV
Transferred UV
Houdini: 8.1.813
Distribution Build: Windows
After pelting I wanted to copy the uv's but they became totally mingled.
Perhaps I am doing something wrong, because I'm not able to reproduce it with other, more simple meshes.
When I tried to use and attribute transfer instead it gave a likewise result although not exactly the same.
Original UV
Transferred UV
Technical Discussion » BUG: WireCapture
- kgoossens
- 289 posts
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Technical Discussion » BUG: Objectmerge and Mirrored paths
- kgoossens
- 289 posts
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edward
Make sure you have “.” (dot) as the value of your Transform Object parameter.
Hi Edward,
I'm not sure what you mean.
What I did is, I used the mirror function and then with an Objectmerge I merged the convertSOP (from the path OBJ) in the rig.
Which transform of which node should I check?
Cheers,
Technical Discussion » BUG: WireCapture
- kgoossens
- 289 posts
- Offline
Hi Sum][One,
Thanks
Yes I hope to do the same with Houdini.
And I must say, the level of control, so far I know is very satisfying.
Thanks
Yes I hope to do the same with Houdini.
And I must say, the level of control, so far I know is very satisfying.
Technical Discussion » BUG: WireCapture
- kgoossens
- 289 posts
- Offline
Possible Bug
Houdini: 8.1.796
Distribution Build: Windows
Wirecapture seems to have problems when using expressions referring to values within the same Wirecapture node.
I used expressions in order to be able to tweak both sides of the character at the same time.
In case of the expressions the capturing did not seem to work properly, only when I removed the expressions it worked again normally.
With expressions
Without expressions
Houdini: 8.1.796
Distribution Build: Windows
Wirecapture seems to have problems when using expressions referring to values within the same Wirecapture node.
I used expressions in order to be able to tweak both sides of the character at the same time.
In case of the expressions the capturing did not seem to work properly, only when I removed the expressions it worked again normally.
With expressions
Without expressions
Technical Discussion » BUG: Objectmerge and Mirrored paths
- kgoossens
- 289 posts
- Offline
Possible Minor Bug
Houdini: 8.1.796
Distribution Build: Windows
Objectmerge seems to have problems with mirrored paths
A path mirrored in the OBJ scope is not merged correctly into a SOP with Objectmerge. The mirroring seems to be undone.
OBJ Paths
SOP ObjectMerge
Houdini: 8.1.796
Distribution Build: Windows
Objectmerge seems to have problems with mirrored paths
A path mirrored in the OBJ scope is not merged correctly into a SOP with Objectmerge. The mirroring seems to be undone.
OBJ Paths
SOP ObjectMerge
Technical Discussion » Capture and Wirecapture attributes
- kgoossens
- 289 posts
- Offline
Cool this really works!!
I'm also able to normalize the wirecapt correctly! Really, thanks a lot Edward.
Any idea why the odd wireCapt Attribute is taking integer steps? Is this to notify how many other wires are deforming the vertex?
Now Finding out how to convert the Capture weights to WireCaptureWeights…
I'm also able to normalize the wirecapt correctly! Really, thanks a lot Edward.
Any idea why the odd wireCapt Attribute is taking integer steps? Is this to notify how many other wires are deforming the vertex?
Now Finding out how to convert the Capture weights to WireCaptureWeights…
Technical Discussion » Capture and Wirecapture attributes
- kgoossens
- 289 posts
- Offline
Technical Discussion » Capture and Wirecapture attributes
- kgoossens
- 289 posts
- Offline
Hi everybody,
I would like to convert the bones Capture to a wireCapture.
It succeded partially but both formats are not really compatible it seems.
Is there a way to do this correctly?
Currently I'm trying to do this using CHOP's, but it is not really clear how to interpret the various attributes.
for example pCapt seems to have higher and higher values directly linked to the number of bones. is it correct that this is used to have a link with the bone number?
The wireCapPrimU that is a detail attribute, is it possible to convert the attribute so it becomes viewable in the CHOP channel. I tried the attribute promote, but it did not seem to work on it.
I would like to convert the bones Capture to a wireCapture.
It succeded partially but both formats are not really compatible it seems.
Is there a way to do this correctly?
Currently I'm trying to do this using CHOP's, but it is not really clear how to interpret the various attributes.
for example pCapt seems to have higher and higher values directly linked to the number of bones. is it correct that this is used to have a link with the bone number?
The wireCapPrimU that is a detail attribute, is it possible to convert the attribute so it becomes viewable in the CHOP channel. I tried the attribute promote, but it did not seem to work on it.
Technical Discussion » Normalising weights of wirecaptureSOP
- kgoossens
- 289 posts
- Offline
Thanks a lot Edward,
The normalising works, and I'm able to feed the info back into the wireDeformer.
The normalising works, and I'm able to feed the info back into the wireDeformer.
Technical Discussion » Normalising weights of wirecaptureSOP
- kgoossens
- 289 posts
- Offline
Hi,
I would like to be able to normalise the weights of the wirecapture, but i do not know how to solve this.
I want to do this because the wirecapture eighter does not displace the geometry enough, or it sometimes overshoots.
I fact I want it to react the same way the captureSOP works for multiple bones or like 3DSMax can use splines for bones so I've added the result of it as a reference.
I've tried to read the wire capture attribute data in the CHOP's with adding the wireCapt in the Attribute scope.
But I do not know how to proceed from there.
The problems I have are the following
1.I don't know how to have dynamically more or less rename scopes in the geometry CHOP. This I will need because I don't know the number of splines I want to add to the wirecaptureSOP.
2.I don't know how to put the processed channels back into a usable attribute for the wiredeformer.
3.I'm not sure that the weightattribute is enough to achieve the goal I want.
4.I would like to be able to paint the weights of the wires individually, also the same way you can do weight painting for bones.
This is the result of Houdini and you can see the wires are unable to deform the points in a normalised way.
The result in CHOPS with a non-dynamic channel rename.
Any help would be greatly appreciated.
I would like to be able to normalise the weights of the wirecapture, but i do not know how to solve this.
I want to do this because the wirecapture eighter does not displace the geometry enough, or it sometimes overshoots.
I fact I want it to react the same way the captureSOP works for multiple bones or like 3DSMax can use splines for bones so I've added the result of it as a reference.
I've tried to read the wire capture attribute data in the CHOP's with adding the wireCapt in the Attribute scope.
But I do not know how to proceed from there.
The problems I have are the following
1.I don't know how to have dynamically more or less rename scopes in the geometry CHOP. This I will need because I don't know the number of splines I want to add to the wirecaptureSOP.
2.I don't know how to put the processed channels back into a usable attribute for the wiredeformer.
3.I'm not sure that the weightattribute is enough to achieve the goal I want.
4.I would like to be able to paint the weights of the wires individually, also the same way you can do weight painting for bones.
This is the result of Houdini and you can see the wires are unable to deform the points in a normalised way.
The result in CHOPS with a non-dynamic channel rename.
Any help would be greatly appreciated.
Technical Discussion » How to load multiple files at once in SOP
- kgoossens
- 289 posts
- Offline
Hi Dries
Cheers man. But hscripting is by far my weakest point at the moment. You could really help me with this one.
Greets to Frank!!
But personally I think it is a bit of a design flaw. The default blendnames don't give any clue at all. Especially if you are working with a large ammount of morph targets. I think it would be a good improvement if the blendSOP would take the names of the incoming SOP's automatically.
Hi Edward,
Thanks! Indeed the morphtool does the naming automatically, as you would expect it to behave. But I have imported the morphtargets from Modo because it is faster to create the morphs in there. So it won't help me here I'm afraid.
Generally I really hope that Houdini gets a better, more acessible manual. For example; the “sopcreateedit” command is very usefull to create fast blendSOP's. But I only know this because the people working with Houdini give great support.
The manual does not give enough interconnecting links to operators, expressions and scriptfunctions that are really usefull IMO.
But again, thanks a lot for all the help!!
Cheers man. But hscripting is by far my weakest point at the moment. You could really help me with this one.
Greets to Frank!!
But personally I think it is a bit of a design flaw. The default blendnames don't give any clue at all. Especially if you are working with a large ammount of morph targets. I think it would be a good improvement if the blendSOP would take the names of the incoming SOP's automatically.
Hi Edward,
Thanks! Indeed the morphtool does the naming automatically, as you would expect it to behave. But I have imported the morphtargets from Modo because it is faster to create the morphs in there. So it won't help me here I'm afraid.
Generally I really hope that Houdini gets a better, more acessible manual. For example; the “sopcreateedit” command is very usefull to create fast blendSOP's. But I only know this because the people working with Houdini give great support.
The manual does not give enough interconnecting links to operators, expressions and scriptfunctions that are really usefull IMO.
But again, thanks a lot for all the help!!
Technical Discussion » How to load multiple files at once in SOP
- kgoossens
- 289 posts
- Offline
Is there a method to have de channelnames of the BlendSOP automatically name to its Blendtargets?
Cheers
Cheers
Technical Discussion » How to load multiple files at once in SOP
- kgoossens
- 289 posts
- Offline
Thanks for the tips!!
Is there a possiblilty to do all edit conversions automatically?
Like the script searches all file nodes within the given SOP and converts them to edit nodes?
Is there a possiblilty to do all edit conversions automatically?
Like the script searches all file nodes within the given SOP and converts them to edit nodes?
Technical Discussion » Squash and Stretch character rig
- kgoossens
- 289 posts
- Offline
In the OBJ context you add a bone and 2 extra null objects.
the first null you rename “boneEnd”
the other you rename “upVector”
Open up the bone properties panel.
open transform tab
In the lookat channel add ../boneEnd
In the Orient Up Vector add
origin(opinput(“.”,0),“../upVectorl”,TX)
origin(opinput(“.”,0),“../upVectorl”,TY)
origin(opinput(“.”,0),“../upVectorl”,TZ)
open bone tab
And add “vlength(vtorigin(opinput(”.“,0),chsop(”lookatpath“)))”
This expression will calculate the length between the vector of you bone root and the lookat channel that was filled in earlier in the transform tab.
Now you should have a stretchable bone with controllable orientation.
the first null you rename “boneEnd”
the other you rename “upVector”
Open up the bone properties panel.
open transform tab
In the lookat channel add ../boneEnd
In the Orient Up Vector add
origin(opinput(“.”,0),“../upVectorl”,TX)
origin(opinput(“.”,0),“../upVectorl”,TY)
origin(opinput(“.”,0),“../upVectorl”,TZ)
open bone tab
And add “vlength(vtorigin(opinput(”.“,0),chsop(”lookatpath“)))”
This expression will calculate the length between the vector of you bone root and the lookat channel that was filled in earlier in the transform tab.
Now you should have a stretchable bone with controllable orientation.
Technical Discussion » How to load multiple files at once in SOP
- kgoossens
- 289 posts
- Offline
Hi Everybody,
Is there a way to load a several *.obj files in one go, without having to load each file in seperatly?
In fact it would be very handy if you could load all the *.obj's from one directory, so I can easily create a blendSOP for them.
I want to use it to load a series of expressions for a character I want to rig in houdini.
Is there a way to load a several *.obj files in one go, without having to load each file in seperatly?
In fact it would be very handy if you could load all the *.obj's from one directory, so I can easily create a blendSOP for them.
I want to use it to load a series of expressions for a character I want to rig in houdini.
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