Hi everyone.
First let me thank SideFX personnell and especcially Robert McGee at SESI for selecting me as Apprentice user profile. I am honored and humbled. The model featured in screen shots will shortly be available for free to all Houdini users as promised. I have recently completed a complex custom model for a TV spot, directed by Andrew Hardaway (formerly CGI supervisor and TD at ILM), and created at RADIUM (www.radium.com). The model of was of a creature that is a cross between tumbleweed and defidil flower head. It had 74 appendages, ending with.. Well you just have to wait and see the spot. I modeled the sub-division model and created UV in Houdini. The geometry was passed on to animators at RADIUM who used Maya to rig and animated it. I beleive they used PRMAN and MentalRay to render the animation. Although I modeled the geometry in Houdini. The geometry was delivered in Maya format. Maya and Houdini work flawlessly together.
http://www.sidefx.com/products/apprentice/profile/david_rindner/index.html [sidefx.com]
The topic at hand. Custom bones.
I noticed that bones are just geometry with somne special SOPs attached to them, and not fixed representations. However I am not sure what are ‘critical’ sops that define bone geometry as bone. What I would like is to have my own bone geometry that is representative and is scaled like actual anatomical bones. Basically I would like to know which SOPs in Bone objects I can replace with my own SOPs, or which special SOPs I can append to existing geometry.
Spline IK question. I find that its very easy to create Spline IK chain (Follow Curve IK). But one thing that is vexing.
Lets assume a NURB curve that represents the spine of an animal from tip of tail to base of neck. Some intermediate point, towards the middle, is the ‘hip’ point. That CV stradles the fulcrum of the animal. The upper spine, and tail chain both eminate from that point. THe curve is arcing slightly. The CVs as placed where the bones start/end.
The first chain I created was tail chain. I selected the IK Follow Curve and started drawing bones, starting at fulcrum CV and ending at end CV of the curve. Then I selected the curve, and chain snapped to it. That woked great.
Next was upper spine chain, and here I encountered some troubles. As with tail chain, I selected draw bones with Follow Curve IK. Once again started at fulcrum CV, but this time drew bones in opposite direction towards the beggining of the curve. The chain drew fine, but when I selected the curve, Houdini re-oriented the chain 180 degrees and overlayed it on top of tail chain. Houdini would also not let me re-position the bone points to their proper CV's. It kept snapping them back.
Why did this happen? Is it becouse Follow Curve IK is dependent of direction of the spine curve? THat would mean that chain has to follow not only the curvature of the spine curve but its direction as well.
I already have a workaround, that I rather not use. I create two curves going in opposite directions, with starting CV's of both curves at hip location.
Is this how Houdini's spline IK suppoused to work, or did I not do some small thing that would make a difference.
Thank you
David Rindner