Hello everyone,
this question seems very simple yet i can't seem to find the answer. i am trying to animate a robotic arm in Houdini 6 using bones. i have 2 bones for the arm. one for the upper arm and one for the lower. they are on an IK chain. however whenever i try to test the arm out, the joint on the arm, where the elbow would be on a human arm, is deforming. i tried messing around with many options but can't figure this out. is there a simple solution to this problem? and if not, i'll take a complex one. thanks in advance for any help
Iczer
Bones and deforming problems
3729 2 1- Iczer
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- old_school
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It isn't clear from your initial post but it sounds like you used capture regions or proximity to capture on the robot arm.
Two ways to approach this:
1. split your robot arm in to two separate objects using object merge with the . as the transform object, then parent each arm component to the respective bone and simply do not use deform.
2. If you want to use capture and deform to move the robot arm, then you will have to use capture edit to reassign the different parts of the arm in your robot to the associated bones.
The first option is by far the preferred as it is faster and easier to deal with. Any rigid robot components like the arms should be pure parenting objects to bones. I also like to dynamically build the rubber accordion bits procedurally instead of the standard capture deform route.
Two ways to approach this:
1. split your robot arm in to two separate objects using object merge with the . as the transform object, then parent each arm component to the respective bone and simply do not use deform.
2. If you want to use capture and deform to move the robot arm, then you will have to use capture edit to reassign the different parts of the arm in your robot to the associated bones.
The first option is by far the preferred as it is faster and easier to deal with. Any rigid robot components like the arms should be pure parenting objects to bones. I also like to dynamically build the rubber accordion bits procedurally instead of the standard capture deform route.
There's at least one school like the old school!
- Iczer
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hey Jeff, thanks for the reply
yeah i was using the capture regions as explained in the video tutorial for the simple arm setup found on this site. i never thought to use parenting before. i'm new to the whole bone thing. i'll try that out ASAP
thanks a ton
EDIT: k i tried it out finally. i didn't use the object merge however. it just seemed more confusing and not quite dong what i wanted. so i tried parenting the bones with the arm objects and that works fine it seems. so thanks again.
yeah i was using the capture regions as explained in the video tutorial for the simple arm setup found on this site. i never thought to use parenting before. i'm new to the whole bone thing. i'll try that out ASAP
thanks a ton
EDIT: k i tried it out finally. i didn't use the object merge however. it just seemed more confusing and not quite dong what i wanted. so i tried parenting the bones with the arm objects and that works fine it seems. so thanks again.
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