Rigging and Binding

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Been away for a while working on other stuff but I'm back and I have a walk cycle update of my groll, you can check it out here [3dde.com].
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Simon
you only need one paint capture sop for the whole rig, as you can interactively pick which joint you want to edit. I think once you get the hang of it you'll find it really is quite efficient. If you work in a big studio you can even get different people painting weights on different parts of the model and then composite the results, I think an example of this is in the rabbit asset already mentioned in this thread.

I'm a bit messy and I have several tiles can anyone please tell me how to composite different paint capture SOPs?

Tar

Gurbo
Gurbo
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Still on my training wheels
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Hi Rony
I am a CG student currently learning Houdini but I have never tried to rig in Houdini. I saw your rigged man from your site! That was excellent! Do you think Houdini is powerful in rigging compare with maya? DO you suggest rigging in Houdini in real world production? I want to know your opinion!

thanks
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Hey Stephen,

First of all, the CaptureLayerPaint SOPs naturally composite on top of each other. For more control over blending of CaptureLayerPaint (or any type of attribute), you can use the AttribComposite SOP. Just make sure that you specify all the pCapt detail and point attributes.
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