Making an animation rig with houdini 16 using MakeHuman

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So I'm using Houdini 16 to try and make use of a MakeHuman character that I exported with a skeleton. My problem is that all the bones have null objects in between each bone which means I can't set up IK chains and the like because the bones aren't directly parented. This has something to do with how Houdini handles joints and bones according to this page http://www.sidefx.com/docs/houdini/character/bonesvsjoints [www.sidefx.com] and they say you can have IK chains between null objects too unless I'm misunderstanding them. Either way I can't get it to work no matter what and I'm left unable to make a control rig for the character. I have looked all over to try and find a solution but alas I have not found anything. I am new to Houdini so I was hoping maybe someone could point me in the right direction.

Edit:

My bad, I posted this in the wrong section! If possible, could a moderator move it?
Edited by Tordo - July 6, 2017 19:24:01
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The skeleton exported out of Make Human is completely FK, forward kinematic. So you can take two approaches. Learn to do pose to pose animation using the FK rig. Or simply discard the Make Human rig/bones and investigate binding the AutoRig to the Make Human mesh to develope an IK/FK based rig solution.

Here is a video on using the Pose Library with a Make Human FBX character.
https://vimeo.com/182229784 [vimeo.com]

Here is the Masterclass on AutoRig.
https://www.sidefx.com/tutorials/autorigging-masterclass/ [www.sidefx.com]
Edited by Enivob - July 7, 2017 08:53:34
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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I've already looked at the auto rigging but I prefer more control, so I went ahead and made my own skeleton and I am in the process of making a control rig manually. Will take longer but will probably yield better results in the end.

Thank you for the tips regardless though.
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