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Technical Discussion » Single bone stretch based on distance?
- Dejan Njegus
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Hello everybody, need a little tip, how to setup single bone stretch based on distance to (rig) CTRL object? Been digging on the net, but only a few tutorials exists and they all addressing the case of a stretchy arm (or leg) case with IK's and the whole shabang, and I'm not in the mood for "R&D" (i.e. pulling my hair out why something won't work as it should). In my case this would be basis for facial rig in combination with franken muscles and FEM simulations (bunch of these stretchy bones with muscles attached to them). Something like this example in the video. Here is the file of my "progress" so far, I need stretching in "Z" axis, volume preservation is not necessary (imho) . I'm sure there will be a s**ttone of problems along the way (since I'm out of geometry/retopo phase), any more tips would be highly appreciated. I guess the rig (if it's ever created) will be as slow as a wounded snail, but who knows...
Technical Discussion » Import/export blendshapes while preserving vertex Id?
- Dejan Njegus
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Well thanks a lot! I guess the next question is how do you accidentally change the point order (most common way)? Last night I tried some basic skinning with a couple of bones and everything went fine, will muscles affect point order (I guess they shouldn't)? I'm thinking about creating some kind of temporary facial rig with muscles for creating series of blendshapes for use back in Maya, they don't have to be perfect, lets say 70-80% of precision, so the artists could sculpt them just a tad to a desired state.
Technical Discussion » Import/export blendshapes while preserving vertex Id?
- Dejan Njegus
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Has anyone tried this? I mean export lets say a cube from Maya as .obj, import it to Houdini, affect it in any way, with skinning or modeling, or deformers and export it back to Maya again as .obj, and use it in Maya as a blendshape (morph target whatever)? Will vertex Id (order) stay the same or it requires some mumbo-jumbo back in Maya?
Of course while importing exporting we will not delete vertices of polygons...
Of course while importing exporting we will not delete vertices of polygons...
Edited by Dejan Njegus - 2023年3月30日 16:00:23
Technical Discussion » Looping trough multiple tracks of a Chop node IK/FK switch?
- Dejan Njegus
- 5 posts
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Technical Discussion » Looping trough multiple tracks of a Chop node IK/FK switch?
- Dejan Njegus
- 5 posts
- Offline
Total beginner here… (in Houdini, 7 years long Max user)… learning Python and trying to create IK/FK (possibly cartoony one) rig for a hand or a leg. So far I successfully extracted distance between hypothetical wrist and a shoulder trough CHOP object:
(drag and drop)… hou.node('/obj/KIN_Chops/object1')
assign it to hou.chopnode
hou.chopnode = hou.node('/obj/KIN_Chops/object1')
call track() and eval()
hou.chopnode.track(“dist”).eval()
I have the distance, that part is coming later, now the problem is to extract IK rotations (to align FK to it) from KIN_chop trough Python and store them in to a list … I know it's a “for” loop but for the life of me I cannot wrap my head around its syntax … I can get them one by one (“chain_bone1: rx”).eval() bla bla bla, but that's too much typing… and I'm a lazy guy
Some example would be fine… and please, please, please, don't send me to Help files… been there already …
(drag and drop)… hou.node('/obj/KIN_Chops/object1')
assign it to hou.chopnode
hou.chopnode = hou.node('/obj/KIN_Chops/object1')
call track() and eval()
hou.chopnode.track(“dist”).eval()
I have the distance, that part is coming later, now the problem is to extract IK rotations (to align FK to it) from KIN_chop trough Python and store them in to a list … I know it's a “for” loop but for the life of me I cannot wrap my head around its syntax … I can get them one by one (“chain_bone1: rx”).eval() bla bla bla, but that's too much typing… and I'm a lazy guy
Some example would be fine… and please, please, please, don't send me to Help files… been there already …
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