Hi there,
I just had my human character rigged with the auto rigged tool but I find the auto rig skeleton ‘s heel (which is supposed to be touching the ground) is missing. This means the animator is unable to rotate the character foot up (with the toe pointing about 45 degrees upward) while the character’s heel is touching the ground (just like the pivot is located right at the bottom part of the heel). Does anyone knows the solution for this for the autorig user? or I have to re-build the leg's joint?
I hope there will be some more tutorial about how we make changes on top of the existing auto-rig biped.
thanks for your attention!
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Technical Discussion » auto rig question
- brucelay
- 313 posts
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Technical Discussion » edit skin weight method
- brucelay
- 313 posts
- Offline
Thanks Peter!
Thanks a lot for sharing your favourite method to me!
All the best for your future projects!
Bruce
Thanks a lot for sharing your favourite method to me!
All the best for your future projects!
Bruce
Technical Discussion » edit skin weight method
- brucelay
- 313 posts
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Hi there
From the sideFx turtorial sites, I learnt 2 methods for editing skin weight. 1. the edit capture region 2. edit capture Weights
Is there any way that I can input the skin weight with specific amount for a particular verties under certain bones? (like a component editor in Maya)
thanks a lot for your time!
From the sideFx turtorial sites, I learnt 2 methods for editing skin weight. 1. the edit capture region 2. edit capture Weights
Is there any way that I can input the skin weight with specific amount for a particular verties under certain bones? (like a component editor in Maya)
thanks a lot for your time!
Technical Discussion » COG
- brucelay
- 313 posts
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thanks, probbins
but in what situation we need to “move itself” for the centre of the gravity? Do you have any example?
thanks
Bruce
but in what situation we need to “move itself” for the centre of the gravity? Do you have any example?
thanks
Bruce
Technical Discussion » COG
- brucelay
- 313 posts
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HI there,
I am now going through all the controls of the Houdini's auto rigged cartoon character. There is a control called COGpivot Translate. But it seems it is not rotating or tweak anything. Does anyone know what the COGpivot Translate (or rotate) is for?
thank you
I am now going through all the controls of the Houdini's auto rigged cartoon character. There is a control called COGpivot Translate. But it seems it is not rotating or tweak anything. Does anyone know what the COGpivot Translate (or rotate) is for?
thank you
Technical Discussion » copy and paste character keyframes
- brucelay
- 313 posts
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I have two different human characters which are already rigged with the autorig tool. I have keyframed the 1st character. (on its animation rig)
Does anyone know how is the fastest and easiest method to copy all the animation keyframes from my 1st character to my 2nd character?
thank you for your attention!
Does anyone know how is the fastest and easiest method to copy all the animation keyframes from my 1st character to my 2nd character?
thank you for your attention!
Technical Discussion » set some limit
- brucelay
- 313 posts
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Does anyone know how I can set some translation limit for the null?(e.g. maxValue =3, minValue =-3)
Technical Discussion » set some limit
- brucelay
- 313 posts
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Now I am trying to set some control for rigging a character with a few nulls. Does anyone know how I can set some translation limit for the null?(e.g. maxValue =3, minValue =-3) I tried to edit the parameter interface but I could not have done it successfully.
In the previous version of Houdini, I remember that there were a function called subnetwork. It is for simplfy a complicated network. But I cannot find it in Houdini 9.1 Does anyone know how we could simplfy a complicated network in Houdini 9.1
Any help will be appreciated! thanks!
In the previous version of Houdini, I remember that there were a function called subnetwork. It is for simplfy a complicated network. But I cannot find it in Houdini 9.1 Does anyone know how we could simplfy a complicated network in Houdini 9.1
Any help will be appreciated! thanks!
Edited by - 2008年2月16日 04:46:13
Technical Discussion » display driver from Nvidia
- brucelay
- 313 posts
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I am a Geforce 6600 user. I just updated my display driver a few minutes ago from the Nvidia site in order to get better performance with Houdini in XP environment. But, my Houdini interface looks really weird after the update of the display driver. All the icons and the words are totally unreadable.
Does anyone knows how to fix this?
Does anyone knows how to fix this?
Technical Discussion » driven keys?
- brucelay
- 313 posts
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Technical Discussion » driven keys?
- brucelay
- 313 posts
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Does anyone know if Houdini got anything similar to Maya's driven keys? Or I have to go for expressions?
thanks for your attention!
thanks for your attention!
Houdini Lounge » a question about "leavenothing "
- brucelay
- 313 posts
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I am just curious. Does anyone know how many football players in the leavenothing commercial are digitally created or all of them are the real actors.
thank you for your attention!
thank you for your attention!
Technical Discussion » facial expression
- brucelay
- 313 posts
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Technical Discussion » autorig question (part 2)
- brucelay
- 313 posts
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Now I am going through the last quadruped tutorial video no.5. Everytime when I tried to press the button “create/modeify/matchRig” after I had some modifications of the controls position, I would have the following error message. I am doing this test with the Biped Autorig. Does anyone know why this happens? How can I avoid this error?
thanks for your attention!
Error running callback:
global name ‘animparms’ is not defined
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “Object/biped_auto_rig PythonModule section”, line 24, in setRig
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1677, in modifyRig
doModify(part, animnode)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1726, in doModify
for parm in animparms:
NameError: global name ‘animparms’ is not defined
thanks for your attention!
Error running callback:
global name ‘animparms’ is not defined
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “Object/biped_auto_rig PythonModule section”, line 24, in setRig
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1677, in modifyRig
doModify(part, animnode)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1726, in doModify
for parm in animparms:
NameError: global name ‘animparms’ is not defined
Technical Discussion » autorig tutorial questions
- brucelay
- 313 posts
- Offline
Now I am going through the last quadruped video (5). everytime when I tried to press the button “create/modeify/matchRig” after I had some modifications of the controls position, I will have the following error message. I am doing this test with the Biped Autorig. Does anyone know why this happens?
Error running callback:
global name ‘animparms’ is not defined
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “Object/biped_auto_rig PythonModule section”, line 24, in setRig
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1677, in modifyRig
doModify(part, animnode)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1726, in doModify
for parm in animparms:
NameError: global name ‘animparms’ is not defined
Error running callback:
global name ‘animparms’ is not defined
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “Object/biped_auto_rig PythonModule section”, line 24, in setRig
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1677, in modifyRig
doModify(part, animnode)
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.124/houdini/scripts/python\autorig\utils.py”, line 1726, in doModify
for parm in animparms:
NameError: global name ‘animparms’ is not defined
Technical Discussion » autorig tutorial questions
- brucelay
- 313 posts
- Offline
I am now going through the quadruped auto rig tutorial. In video4c, 08:27, it says to save and lock the asset (the deform-rig) but it did not show which exactly the button should be pressed. Does anyone know which button was it? save operator type?
Also, in the auto rig video, we were introduced to paint the skin weight. But if I change another 4 legs animal model (e.g. from a cat to a tiger with similar size and body position with a bit different polygon count), do i have to paint the whole skin weight again?
The human auto rig's deform_rig does not contain muscles feature like the Quadruped deform_rig does. Does anyone know how I could add the muscle feature on the human auto_rig? Any tutorial on it?
thanks for your attention!
Also, in the auto rig video, we were introduced to paint the skin weight. But if I change another 4 legs animal model (e.g. from a cat to a tiger with similar size and body position with a bit different polygon count), do i have to paint the whole skin weight again?
The human auto rig's deform_rig does not contain muscles feature like the Quadruped deform_rig does. Does anyone know how I could add the muscle feature on the human auto_rig? Any tutorial on it?
thanks for your attention!
Technical Discussion » facial expression
- brucelay
- 313 posts
- Offline
I am about to make some shapes for facial expression.
Does anyone have any experience on adding some softbody on the face in order to minimize the stiffness of the facial motion? Any suggestion for this approach in Houdini? Would muscle work well in this situation?
Just looking for advice!
thanks for your attention!
Does anyone have any experience on adding some softbody on the face in order to minimize the stiffness of the facial motion? Any suggestion for this approach in Houdini? Would muscle work well in this situation?
Just looking for advice!
thanks for your attention!
Technical Discussion » bake keyframe
- brucelay
- 313 posts
- Offline
hi there,
I was a maya user and now learning Houdini. How to bake a channel into keyframes?(24 keys each second) Should I export the channel to chop to do it? or I could do it inside the channel editor?
thanks for your attention!
I was a maya user and now learning Houdini. How to bake a channel into keyframes?(24 keys each second) Should I export the channel to chop to do it? or I could do it inside the channel editor?
thanks for your attention!
Houdini Lounge » Training material on Character Animation in Houdini?
- brucelay
- 313 posts
- Offline
I just went through the video on the blog"
http://www.sidefx.com/index.php?option=com_content&task=view&id=1180&Itemid=241 [sidefx.com] "
It is very good! I hope a lot more will come! This would absolutely save users time to figure out everything by ourselves. So animators or artist can concentrate on their creativities……
I hope some facial rig and auto rig (with different combination of no. of arms and legs) videos will come very soon!
I am learning Houdini 9's character tool. It shows better taste when I am using Houdini.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1180&Itemid=241 [sidefx.com] "
It is very good! I hope a lot more will come! This would absolutely save users time to figure out everything by ourselves. So animators or artist can concentrate on their creativities……
I hope some facial rig and auto rig (with different combination of no. of arms and legs) videos will come very soon!
I am learning Houdini 9's character tool. It shows better taste when I am using Houdini.
Houdini Lounge » Training material on Character Animation in Houdini?
- brucelay
- 313 posts
- Offline
I gone through the auto rig tutorials for Houdini 9. They are very informative and practical. I wonder if there will be some rigging tutoirals shows us how to modify the bones on top of the existing auto rig tool. So that, we could use the auto rig tool to create a monster with 6 legs and 20 heads………
I think Houdini got the potential to be the best character tool but just a lot of the things are still hidden so the beginners cannot learn it quickly. If more tutorials and examples about characters are provided , the animators can concentrate more on the acting of the characters instead of spending too much time on the technical matter.
I think Houdini got the potential to be the best character tool but just a lot of the things are still hidden so the beginners cannot learn it quickly. If more tutorials and examples about characters are provided , the animators can concentrate more on the acting of the characters instead of spending too much time on the technical matter.
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