I'm having a bit of trouble with the option to ‘Create Nested Channel Groups". For some reason it just seems to skip parameters and I can’t for the life of me figure out why
So I use this option on my character and it just doesn't grab everything… As you can see when i try to key using the auto generated groups, not everything is being keyed.
Iv'e had this pop up before and even put in a bug report and manually created them but this time I'm dealing with almost 200 parameters so I's gonna be painful doing that all manually. So I was wondering if anyone knows what might be wrong with my parameters? Or, is there a way to create your own groups through scripting? I couldn't find anything in the python docs. Also, it would be really nice to be able to save channel groups to the HDA.
The “Create Channel Groups” option is supposed to automatically fill out the channel groups with groups from your asset. To make it so you can get up and running quicker with animation. The option is located in a right click menu from a the network editor.
With my asset it creates something like this - When it should look like this -
Weirdly it works with the standard assets like simple male etc (although it looks a little glitchy). So I'm trying to figure out why it wouldn't work with mine.
The only thing I can think of is to ask the question;
When you created your paramters at the asset level on your subnet node labelled ‘Hand’ did you open up its ‘Edit Parameter Interface’ and just make your channel references from there or did you create those parameters by dragging/dropping the parameters from the network into the parameters tab of the “Edit Properties Type Properties” Window?
If its the former I think thats where the problem may lie and you would need to do it the latter way.
On another note you can save individual channels out to file. In the animation windows gear icon.
In ‘Channels’ > Export Displayed Channesl as …
And then it can be saved to wherever you want as *.chan
In a CHOP net you can use a file node to bring it back in and an export node to apply it wherever you want.
This way you can build a ‘library’ of ‘motions’ that can be applied to any other paramter other than its originating source.
Yeay! Sorted, thanks to support! Turns out the way Houdini decides to add parameters with the “Create Nested Channel Groups” option is by the Auto Scope setting. So set to auto scope if you want it to appear. Hey BabaJ, you should try it, it allows you to set up keying groups really easily.