Hi
I am looking for a way to replicate the functionality of the Timeshift-sop in CHOPS.
In other words, I want to be able to retime incoming animation data. ‘Warp’ and ‘Shift’ don't seem to do it. Or maybe I am overlooking something.
Does anyone know how to tackle this?
Thanx
Michiel
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Technical Discussion » Timeshift in Chops?
- mackerBaehr
- 81 posts
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Houdini Lounge » Houdini Indie License and reformating
- mackerBaehr
- 81 posts
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Hi
I am about to re-install windows on my workstation with reformat and all.
Will I need to contact sidefx for a license transfer or will the license recognize my machine again?
Thank you
Michiel
I am about to re-install windows on my workstation with reformat and all.
Will I need to contact sidefx for a license transfer or will the license recognize my machine again?
Thank you
Michiel
Technical Discussion » chop export rotation channels swapped - how to re-route these?
- mackerBaehr
- 81 posts
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Hi Henry
As an animator I have many times fallen into the pitfall of rotation orders and often climbed out of them by changing them to something more humanly logical.
Also in this case it seemed to have solved this problem. Thank you very much for pointing me in this direction.
I still can't completely grasp my own setup of applying lag based on world space channels and then subtracting the unlagged data to get local lag, but with this tackled, I can investigate further.
Cheers
Michiel
As an animator I have many times fallen into the pitfall of rotation orders and often climbed out of them by changing them to something more humanly logical.
Also in this case it seemed to have solved this problem. Thank you very much for pointing me in this direction.
I still can't completely grasp my own setup of applying lag based on world space channels and then subtracting the unlagged data to get local lag, but with this tackled, I can investigate further.
Cheers
Michiel
Technical Discussion » chop export rotation channels swapped - how to re-route these?
- mackerBaehr
- 81 posts
- Offline
Hello
I am trying to get rotational motionfx-lag in a bone.
The bone itself has no keyframed data but higher up the hierarchy there is. I sample therefore it's wordspace rotation (through an ObjectChain and a TransformChain), apply lag, subtract the wordspace rotation from this again (to get a localised lag) en export the result back to the spine-bone again.
I don't know if this a way to go (thoughts, anyone?) though it yields some results, but in the wrong way. Rotate Z and Rotate Y seem to have been swapped. I try to correct this through a channel wrangle but to no avail.
Does anyone see what i am doing wrong?
Attached is the file. Press play to see the (wrong) effect
Cheers
Michiel
I am trying to get rotational motionfx-lag in a bone.
The bone itself has no keyframed data but higher up the hierarchy there is. I sample therefore it's wordspace rotation (through an ObjectChain and a TransformChain), apply lag, subtract the wordspace rotation from this again (to get a localised lag) en export the result back to the spine-bone again.
I don't know if this a way to go (thoughts, anyone?) though it yields some results, but in the wrong way. Rotate Z and Rotate Y seem to have been swapped. I try to correct this through a channel wrangle but to no avail.
Does anyone see what i am doing wrong?
Attached is the file. Press play to see the (wrong) effect
Cheers
Michiel
Edited by mackerBaehr - Aug. 23, 2017 14:43:14
Technical Discussion » Animation workflow in houdini
- mackerBaehr
- 81 posts
- Offline
Hey Sirvoxelot,
At the moment I can't be of great help but wanted to mention I am chasing similar techniques in houdini. Being very used to motionbuilder I already got pleasantly acquainted to plotting to rigs on the fly and doing this on an even more custom and modular basis would be golden.
Earlier I got also attracted to richard loco's methods for inserting dynamic secondary motions now he is working at polyarc.
I am investigating this on the moment by methods of motioneffects (lag) and/or wiresolvers.
After this, creative and destructive rig-baking are on my list.
In my view there is no distinction between game animation or film animation. These methods are very liberating and inspiring for everyone who is not in the search for the perfect rig and the most polished graph curve.
I'd gladly keep you posted and am interested in your searches..
At the moment I can't be of great help but wanted to mention I am chasing similar techniques in houdini. Being very used to motionbuilder I already got pleasantly acquainted to plotting to rigs on the fly and doing this on an even more custom and modular basis would be golden.
Earlier I got also attracted to richard loco's methods for inserting dynamic secondary motions now he is working at polyarc.
I am investigating this on the moment by methods of motioneffects (lag) and/or wiresolvers.
After this, creative and destructive rig-baking are on my list.
In my view there is no distinction between game animation or film animation. These methods are very liberating and inspiring for everyone who is not in the search for the perfect rig and the most polished graph curve.
I'd gladly keep you posted and am interested in your searches..
Edited by mackerBaehr - Aug. 22, 2017 17:55:05
Technical Discussion » How to use Cd[a] attribute for scatter density
- mackerBaehr
- 81 posts
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Technical Discussion » How to use Cd[a] attribute for scatter density
- mackerBaehr
- 81 posts
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Thank you very much. now that I re-read my question I see all kinds of stuff has been clipped off during writing. Having used brackets in my typing resulted in formatting the tekst instead of displaying what Houdini shows me.
The thing is that I have a four-float value of color, consisting of CdR, CdG, CdB and CdA (alpha). I want to use the last channel, Cd-bracketOpen-A-bracketClose. How can I solo out that last alpha-component to be used as a density-input?
The thing is that I have a four-float value of color, consisting of CdR, CdG, CdB and CdA (alpha). I want to use the last channel, Cd-bracketOpen-A-bracketClose. How can I solo out that last alpha-component to be used as a density-input?
Technical Discussion » How to use Cd[a] attribute for scatter density
- mackerBaehr
- 81 posts
- Offline
Hello
This is a bit a noob-question, I guess.
When importing alembic I managed to convert the color information by remapping the alembic name ‘rgba’ to the houdini name ‘Cd’.
In my geometry spreadsheet I see now the point attributes Cd, Cd, Cd and Cd and I do see color in my viewport (yay!).
Now I would like to use the Cd channel as an input for the density of a scatter OP. Maybe even with a multiplyer. How can I set such a thing up?
Thanks
Michiel
This is a bit a noob-question, I guess.
When importing alembic I managed to convert the color information by remapping the alembic name ‘rgba’ to the houdini name ‘Cd’.
In my geometry spreadsheet I see now the point attributes Cd, Cd, Cd and Cd and I do see color in my viewport (yay!).
Now I would like to use the Cd channel as an input for the density of a scatter OP. Maybe even with a multiplyer. How can I set such a thing up?
Thanks
Michiel
Technical Discussion » H16 Autorig
- mackerBaehr
- 81 posts
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Technical Discussion » H16 Autorig
- mackerBaehr
- 81 posts
- Offline
BTW I am also dutch. I should be aware of the fact people from my country are often considered ‘direct’, which sometimes might be an euphemism for ‘rude’. I will try to choose my words more subtle.
Edited by mackerBaehr - April 19, 2017 15:37:04
Technical Discussion » H16 Autorig
- mackerBaehr
- 81 posts
- Offline
Well, indeed it is an impressive piece of work, the autorig, and a very welcome direction for animators and riggers wanting to work further with Houdini like myself.
The errors posted here and in other threads though are not, in my opinion, a matter of ‘taste’. They are that critical causing to consider the module not yet finished or polished enough. At least, I can't work with or around it without feeling severely handicapped, which can't be the purpose of this new direction.
Having to find workarounds for a tool which should have made life easier makes it for me indeed ‘useless’.
If the autorig would have been advertised as an experimental piece in beta, alas, but it is announced from the beginning as a full feature. Hence my humble being ringing the bells in the opinion that it is not yet the case. Not to complain or to mock but to help development and awareness.
I am fluent in riggging and animation and therefore can test quickly and with comparison. I do want to share therefore my findings and thoughts without restraints, to the greater benefit.
The errors posted here and in other threads though are not, in my opinion, a matter of ‘taste’. They are that critical causing to consider the module not yet finished or polished enough. At least, I can't work with or around it without feeling severely handicapped, which can't be the purpose of this new direction.
Having to find workarounds for a tool which should have made life easier makes it for me indeed ‘useless’.
If the autorig would have been advertised as an experimental piece in beta, alas, but it is announced from the beginning as a full feature. Hence my humble being ringing the bells in the opinion that it is not yet the case. Not to complain or to mock but to help development and awareness.
I am fluent in riggging and animation and therefore can test quickly and with comparison. I do want to share therefore my findings and thoughts without restraints, to the greater benefit.
Technical Discussion » H16 Autorig
- mackerBaehr
- 81 posts
- Offline
Hi Marc. I was specifically referring to the new autorig system which seems to have serious flaws, to be addressed in future updates. That makes it in my opinion not yet implementable. At least, I would not be able to figure out workarounds for the errors mentioned above.
Michiel
Michiel
Technical Discussion » H16 Autorig
- mackerBaehr
- 81 posts
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I can only agree on all the former.
Really want to test, experiment and help out with feedback but factually this system is unusable in it's current form. So a masterclass on a default scenario/model gives an off impression about the status of development.
Really want to test, experiment and help out with feedback but factually this system is unusable in it's current form. So a masterclass on a default scenario/model gives an off impression about the status of development.
Technical Discussion » Plot crowd agent animation back to bones
- mackerBaehr
- 81 posts
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Hi all
Would it be possible to bake out the agent animation, generated by the crowd solver, back to bones? Or even fbx-joints?
Would it be possible to bake out the agent animation, generated by the crowd solver, back to bones? Or even fbx-joints?
Technical Discussion » Autorig and crowds
- mackerBaehr
- 81 posts
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Hi all
Is animation made with the H16 autorigs fully compatible with the crowdsystem?
Are there certain steps I should keep in mind?
Normally I would use my trustworthy fbx workflow but I am interested in testing this whole new H16 candystore out to the full extent.
Is animation made with the H16 autorigs fully compatible with the crowdsystem?
Are there certain steps I should keep in mind?
Normally I would use my trustworthy fbx workflow but I am interested in testing this whole new H16 candystore out to the full extent.
Technical Discussion » Autorig character plot animation data from bones to controllers and vice versa
- mackerBaehr
- 81 posts
- Offline
Hi all
Coming from a fbx-background (Maya/Motionbuilder) I am puzzling the following:
Say, if I would want to apply dynamics to the bones (or load mocap-data to it), can I bake this out back to the animation controllers? On those controllers I would be able to refine the animation further.
In fact the whole autorigging concept confuses me a bit in this view. I am much acquainted to having a clean skinbone hierarchy and parallel attached a controller rig hierarchy. In the H16 autorig all this is blended and intertwined.
Coming from a fbx-background (Maya/Motionbuilder) I am puzzling the following:
Say, if I would want to apply dynamics to the bones (or load mocap-data to it), can I bake this out back to the animation controllers? On those controllers I would be able to refine the animation further.
In fact the whole autorigging concept confuses me a bit in this view. I am much acquainted to having a clean skinbone hierarchy and parallel attached a controller rig hierarchy. In the H16 autorig all this is blended and intertwined.
Technical Discussion » H16 Autorig FK/IK switching behaviour issues
- mackerBaehr
- 81 posts
- Offline
Indeed, I also still encounter it after updating Houdini to the latest build.
This bug renders this new feature de facto unusable.
This leads to asking if the autorig is meant to be used in professional environments or if it's more a sort of experimental train of thought, not to be taken seriously (yet)?
Michiel
This bug renders this new feature de facto unusable.
This leads to asking if the autorig is meant to be used in professional environments or if it's more a sort of experimental train of thought, not to be taken seriously (yet)?
Michiel
Edited by mackerBaehr - March 27, 2017 08:06:33
Technical Discussion » H16 Autorig FK/IK switching behaviour issues
- mackerBaehr
- 81 posts
- Offline
Hello everyone.
As an animator I am very interested in the new h16 autorig functionality. My first difficulties have fortunately been addressed and answered in other threads.
Right now I encounter strange behaviour in the IK/FK switching of the generated rig. As follows:
Maybe I can dive into the unlocked .hda and switch/alter stuff but it feels more as something (yet) incomplete.
Does anyone else encounter this or maybe has a solution?
As an animator I am very interested in the new h16 autorig functionality. My first difficulties have fortunately been addressed and answered in other threads.
Right now I encounter strange behaviour in the IK/FK switching of the generated rig. As follows:
- Say for the leg, if I pose it through FK and then hit the ‘match IK to FK’-button, the IK controls for the leg itself indeed lign up with the new pose. The IK-foot controls however stay put in their original position, which is within my flow very awkward (did I hear myself say ‘unwanted’?)
- After this switch there has been created an offset between the foot IK-controller and the deformation skeleton foot itself which is not resolved until I zero out all values within the .hda regarding the leg and foot
- The same seems to apply to the arm and hand controls
Maybe I can dive into the unlocked .hda and switch/alter stuff but it feels more as something (yet) incomplete.
Does anyone else encounter this or maybe has a solution?
Technical Discussion » Transform sop: possibility to use pointcolor as 'mask'?
- mackerBaehr
- 81 posts
- Offline
Hi James
Thank you very much for your answer. This works like a charm and gives me as a bonus an extra entry in the vex realm. Rotation is not an issue (on the moment). I use it as another method of softtransform for modeling.
Michiel
Thank you very much for your answer. This works like a charm and gives me as a bonus an extra entry in the vex realm. Rotation is not an issue (on the moment). I use it as another method of softtransform for modeling.
Michiel
Technical Discussion » Transform sop: possibility to use pointcolor as 'mask'?
- mackerBaehr
- 81 posts
- Offline
Hi all
Some sops have the ability to use point color ('$CR' for example), as per point ‘weight’ or scale.
I can't find a way to do this with the Transform-node.
Being able to use this would result in a sort of paintable mask for the transform.
Is there someone who could tell me if this is possible or if there is a much more convenient/efficient/natural way to do this?
Thanks
Some sops have the ability to use point color ('$CR' for example), as per point ‘weight’ or scale.
I can't find a way to do this with the Transform-node.
Being able to use this would result in a sort of paintable mask for the transform.
Is there someone who could tell me if this is possible or if there is a much more convenient/efficient/natural way to do this?
Thanks
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