Hey, I had a look.
It looks like you have some important joints missing for the export on the animation side, so what I have done is use a skeleton blend node to blend the rest position into the animated position. Now You can use a simple rop fbx character export node
I also added a motion clip setup in there to save your animation. Bgeo is good, but for animation motion clip is better
Found 122 posts.
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Technical Discussion » Merge fbx animations to one fbx
- willh
- 134 posts
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Technical Discussion » Merge fbx animations to one fbx
- willh
- 134 posts
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Also, instead of saving the geo out as a bgeo sequence. Its better to save it out as a motion clip which can be evaluated when read back in
Technical Discussion » Merge fbx animations to one fbx
- willh
- 134 posts
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Can you maybe also add the hip file. You have only included the bgeo sequence and a skinned mesh. with no skeleton ?
Technical Discussion » KineFX bonecapturebiharmonic1, "Error in region",
- willh
- 134 posts
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Technical Discussion » kineFX + constraint
- willh
- 134 posts
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Hey you have to specify the parent of and the parent bind pose then you dont have to click the offset button
Technical Discussion » KineFx - tetconform node completely triangulates topology
- willh
- 134 posts
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also, you shouldnt have to change the settings on the tet embed, defaults should work fine for your model
Technical Discussion » KineFx - tetconform node completely triangulates topology
- willh
- 134 posts
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Technical Discussion » Motionclip blend part of rig
- willh
- 134 posts
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Hey,
You can use a skeleton blend, just select the joint you want to blend ie head_joint.
Have the main animation (walk) in the first input and the one you want to blend in, in the second input.
You can use a skeleton blend, just select the joint you want to blend ie head_joint.
Have the main animation (walk) in the first input and the one you want to blend in, in the second input.
Edited by willh - June 3, 2022 10:25:15
Technical Discussion » Houdini 19 - Error create assets for Cinema 4D please urgent
- willh
- 134 posts
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Hi,
When you create your HDA always make sure you use relative paths when you reference nodes inside it. Whats happening with your HDA at the moment is that it cant find /obj/subnet/Broken_Lava........ because you originaly built the network "subnet1" and its now called something else.
When you create your HDA always make sure you use relative paths when you reference nodes inside it. Whats happening with your HDA at the moment is that it cant find /obj/subnet/Broken_Lava........ because you originaly built the network "subnet1" and its now called something else.
Technical Discussion » KineFX, HDA for Animators
- willh
- 134 posts
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Technical Discussion » KineFX rigpose viewerstate get current joint xform
- willh
- 134 posts
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The joint is just a point. You can simply copy the transform and Position from one point to the other point. You can also use skeleton blend, just make sure to name the joints the same so they will blend.
Edited by willh - March 14, 2022 08:42:13
Technical Discussion » Karma error: "Failed to complete render: exit code 139"
- willh
- 134 posts
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Oh i see, sorry didnt realise you where using xpu for your main bty render. Have you tried a later build?
Technical Discussion » Comp with glass
- willh
- 134 posts
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Hi, you can render the glass in a separate pass and then assign constant materials ie red blue green to the other objects in the scene, essentially creating refraction/reflection mattes for the other objects on the scene. You can now use those mattes to key mattes to grade objects behind the glass.
Hope this makes sense
Hope this makes sense
Technical Discussion » Karma error: "Failed to complete render: exit code 139"
- willh
- 134 posts
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Hey, why are you doing separate renders for your channels. Its probably better to render them all in one go and then split them out later. The AOV's are generally a byproduct of the render, so it doesn't add that much extra time to your render in one go.
Your render times will be so much longer doing it this way.
Just my 2 cents
Your render times will be so much longer doing it this way.
Just my 2 cents
Solaris and Karma » randomizing instances with looped prototipes
- willh
- 134 posts
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Hey, I have a animtion that i loop for 50 frames using the retime node. I then want to instance that loop onto points and randomize the timing of the loop using the retimeinstance. Is there some way that solaris can access the cache in a loop.
My animation is from frame 1 - 50 and the shot starts a 1001. I dont want to have to cache 1500 frames just to randomize a loop in the instance?
also it seems impossible to use time scale when your cache starts at 1001.
My animation is from frame 1 - 50 and the shot starts a 1001. I dont want to have to cache 1500 frames just to randomize a loop in the instance?
also it seems impossible to use time scale when your cache starts at 1001.
Edited by willh - Nov. 26, 2021 04:10:52
Solaris and Karma » Motion blur of point instances in karma
- willh
- 134 posts
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Solaris and Karma » Motion blur of point instances in karma
- willh
- 134 posts
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Hi, here is a simple file.
I have checked out the prebuilt karma rop setup and it seems like using the cache works. It would still be great to use velocity blur on the instances.
I have checked out the prebuilt karma rop setup and it seems like using the cache works. It would still be great to use velocity blur on the instances.
Solaris and Karma » Motion blur of point instances in karma
- willh
- 134 posts
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Hi, im trying to get motion blur on instances. When I use a copy to point without packing the motion blur works, but its very heavy, when i pack the geo the motion blur stops working.
Is this a know limitation of karma?
Is this a know limitation of karma?
Technical Discussion » Controllers not getting Visible in KineFX
- willh
- 134 posts
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Hi. As for the points beeing visible I did post a RFE for the user to be able to disable the point visualization a while ago. Unfortunately nothing we can do about that, its part of the python state. Its better to use a rig pose and then just promote the parameters to the HDA, you can then name the parameters and put them in tabs like you would on a normal rig. have a look at this turorial its pretty good. Your text to link here... [www.sidefx.com]
Technical Discussion » Controllers not getting Visible in KineFX
- willh
- 134 posts
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Hey, you might be missing the default rigpose state entry. On your HDA in the Node tab you will find the default state field, add kinefx__rigpose into that field. This should do the trick
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