Solver in Character Animations

   1405   3   1
User Avatar
Member
99 posts
Joined: Sept. 2021
Offline
Hello, I'm struggling a lot with Character Animating in Houdini.

I used some characters and dancemoves from mixamo and synced them to "Thriller". Now I want to add some zombie-like dithering at the end driven by the laughing in the song. My first attempt was to use the ragdoll solver for this, but I haven't found the right parameters to control it properly. So I took a rigpose with random rotation in a simple solver.
This is how it looks so far: https://vimeo.com/806579537 [vimeo.com]
I want to add rotations like that to all apropriate joints.
And I want to transfer it to the skeleton as described here: https://youtu.be/S4Bzhnepovk?t=218 [youtu.be].
(I guess there are a lot of smarter ways for this, but I don't know all the rig nodes yet, so I want to keep it simple.)

But for some reason it doesn't have any effect in the fullbodyik. At first I thought this might be cause I don't have any ik controls. But if I use some similar rotations in a single rigpose it works as expected.

Here fullbodyik1 works, but fullbodyik2 doesn't do anything.

I don't find any differences in the attribute presences of rigpose1 and solver1 that might explain this. Do you have any guess what I'm missing here?

Or can you tell me a better way to reach this effect?
Edited by freewind - March 9, 2023 20:19:19

Attachments:
network_fullbody_ik.jpg (23.0 KB)

=================
Intel core i7 6700K
64 GB DDR4 RAM
Nvidia GeForce RTX 3060
User Avatar
Member
99 posts
Joined: Sept. 2021
Offline
I tested apllying a constant frame of solver1 to fullbodyik2. That works, so fullbodyik is apparently not designated to be used with animations.

If you know a better approach here, it would help me a lot.
=================
Intel core i7 6700K
64 GB DDR4 RAM
Nvidia GeForce RTX 3060
User Avatar
Member
9380 posts
Joined: July 2007
Offline
freewind
I tested apllying a constant frame of solver1 to fullbodyik2. That works, so fullbodyik is apparently not designated to be used with animations.
it definitely works with animations since fullbodyik is the core of retargetting workflow

it's however difficult to know from the screenshot what issue you are running into, because it looks straightforward and should work as long as it's preserving incoming s@name attribute and fullbodyik is matching by that attribute
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
99 posts
Joined: Sept. 2021
Offline
https://vimeo.com/807235504 [vimeo.com]
tamte
it definitely works with animations since fullbodyik is the core of retargetting workflow
That's good to know. I also thaught it's very straight, but probably as most times the error is in front of the keyboard. I made some more test scenarios with fullbodyik. I guess the problem is in the solver.
It's also very straightforward, but that's the problem here. rigpose is not linked to the input itself, so it doesn't take the original animation in account anymore as the rigpose out of the solver does. So I have to remap the shaking points to the animation before I can apply them in fullbodyik right?

Can you tell me how I reach that?

Attachments:
solver1.jpg (18.5 KB)

=================
Intel core i7 6700K
64 GB DDR4 RAM
Nvidia GeForce RTX 3060
  • Quick Links