Hye everyone,
I read the sticky node inside the simple biped hda and i have some questions about.
1 - “Nulls objects are optimized to be displayed more efficiently.”
What this that mean exactly?
because they are based on bgeo file ?
2 - “Each level of asset nesting adds a performance hit.”
What matrix computation behind this type of setup ?
Thanks.
Simple Biped HDA
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- dedeks2999
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- goldfarb
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nulls and bones have been optimized to display much faster than before…
in a typical character rig you might have 100+ bones and 100's of nulls…so instead of loading all of these objects Houdini uses a kind of instancing for bones and nulls…
but it's still a good idea to use as few bones/nulls as is reasonable for your HDA.
as for nested hierarchies…
having parameters on the top level of a character HDA drive parameters on a sub-HDA, that drive parameters on a node inside the sub-HDA is slower than having the top level parameter drive the node directly…
in a typical character rig you might have 100+ bones and 100's of nulls…so instead of loading all of these objects Houdini uses a kind of instancing for bones and nulls…
but it's still a good idea to use as few bones/nulls as is reasonable for your HDA.
as for nested hierarchies…
having parameters on the top level of a character HDA drive parameters on a sub-HDA, that drive parameters on a node inside the sub-HDA is slower than having the top level parameter drive the node directly…
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- dedeks2999
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- jerry7
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- goldfarb
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- jerry7
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arctor
re bone/null combinations
it's a pretty standard workflow to use nulls to control bones in situations like this rather than drive bones directly…in most cases the performance hit his very small - smaller now with the bone/null optimizations…
I like this rig, it's simple and flat. But I don't know how to fit this rig to my own character geometry simply. Bone/null combination seemed to hard adjust position. I must adjust every bone length and align all null to it's parent bone's tip. This is not simple as use bone tool to adjust bone pose. Maybe I have not got right method ?
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- goldfarb
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no, this isn't the right method.
adjusting an existing rig to new geometry is always a huge pain - and should be avoided.
This is what auto-rigs are for
while Houdini does ship with an auto-rig system I'd advise against using it - it will build you a rig but it will be slow and very difficult to customize.
There are plans to replace this system in a future release.
what you can do now is build a new rig for your character and use the simple biped rig (male and female are the same) as a guide - this way you'll learn a bit about rigging in Houdini and easily be able to test out your own ideas - like removing those nulls - and see the results.
It might sound like this will take longer but actually it will likely take the same amount of time.
adjusting an existing rig to new geometry is always a huge pain - and should be avoided.
This is what auto-rigs are for

while Houdini does ship with an auto-rig system I'd advise against using it - it will build you a rig but it will be slow and very difficult to customize.
There are plans to replace this system in a future release.
what you can do now is build a new rig for your character and use the simple biped rig (male and female are the same) as a guide - this way you'll learn a bit about rigging in Houdini and easily be able to test out your own ideas - like removing those nulls - and see the results.
It might sound like this will take longer but actually it will likely take the same amount of time.
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