I tryed to export a simple scene from softimage. but I have problems with the geometry of the rigged characters. they get all distorted and messed up.
what is the settings you should keep while exporting an fbx with crosswalk?
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Houdini Indie and Apprentice » how to import animation into houdini
- criscornellius
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Houdini Indie and Apprentice » how to import animation into houdini
- criscornellius
- 14 posts
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Hi everybody!
I want to try houdini rendering and effects with some character animations I made in softimage, and Maya.
what is usually the workflow to export a scene and to open it in houdini?
does the rig still works if i want to change something?
it is possible to keep all the texture projection and unwrapping information or I have to unwrap the geometry again from zero?
thank you all!
I want to try houdini rendering and effects with some character animations I made in softimage, and Maya.
what is usually the workflow to export a scene and to open it in houdini?
does the rig still works if i want to change something?
it is possible to keep all the texture projection and unwrapping information or I have to unwrap the geometry again from zero?
thank you all!
Houdini Indie and Apprentice » animation walk cycle loop
- criscornellius
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Houdini Indie and Apprentice » animation walk cycle loop
- criscornellius
- 14 posts
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Hi there!
I created a very simple character, with rigging and everything
now I started to animate it with a walk cycle, so I animated the first two steps.
my question is: how is possible to create an animation loop of the walkcycle? If I want the character to walk forward, now that i got the first two steps done.
I suppose I should set something with the animation curves in the Channel editor, but what?
I created a very simple character, with rigging and everything
now I started to animate it with a walk cycle, so I animated the first two steps.
my question is: how is possible to create an animation loop of the walkcycle? If I want the character to walk forward, now that i got the first two steps done.
I suppose I should set something with the animation curves in the Channel editor, but what?
Houdini Indie and Apprentice » saving and exporting a character rigged with autorig
- criscornellius
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Hi
I googled around but i didn't find a good answer to this.
which is the correct way to export a character rigged with the autorig, to be opened and used in different scenes?
the situation is this. I've just finished to rig a geometry of my character (with paint weights and everything), I've got the 4 nodes (geometry, auto_rig, animation_rig, deform_rig), what operations should I do now?
I googled around but i didn't find a good answer to this.
which is the correct way to export a character rigged with the autorig, to be opened and used in different scenes?
the situation is this. I've just finished to rig a geometry of my character (with paint weights and everything), I've got the 4 nodes (geometry, auto_rig, animation_rig, deform_rig), what operations should I do now?
Houdini Indie and Apprentice » polygon edge angle smoothing
- criscornellius
- 14 posts
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Houdini Indie and Apprentice » polygon edge angle smoothing
- criscornellius
- 14 posts
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thankyou very much for the answer
yes, my geometry file have this info:
2 Vertex attributes: uv , N
i don't know how to perform the two operations you mentioned.
how can I delete it with the Attribute SOP?
or maybe can you link a website to understand more about normals and editing normals in houdini?
yes, my geometry file have this info:
2 Vertex attributes: uv , N
i don't know how to perform the two operations you mentioned.
how can I delete it with the Attribute SOP?
or maybe can you link a website to understand more about normals and editing normals in houdini?
Houdini Indie and Apprentice » polygon edge angle smoothing
- criscornellius
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hi everyone.
I can't find where its possible to change the angle value for the smoothing of the shading between the polygons edges.
I have to use a facet sop? there isn't any value i can change without adding any nodes?
the problem started when importing a geometry inside houdini, i noticed it had only hard edges. and I want smooth edges :?
I can't find where its possible to change the angle value for the smoothing of the shading between the polygons edges.
I have to use a facet sop? there isn't any value i can change without adding any nodes?
the problem started when importing a geometry inside houdini, i noticed it had only hard edges. and I want smooth edges :?
Houdini Indie and Apprentice » change smoke temperature
- criscornellius
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here is the answer I was looking for:
In H11 both controls (temperature, velocity) are in the Physical properties tab of the apply source node. That node is created automatically by the H11 shelf tools.
In H11 both controls (temperature, velocity) are in the Physical properties tab of the apply source node. That node is created automatically by the H11 shelf tools.
Houdini Indie and Apprentice » change smoke temperature
- criscornellius
- 14 posts
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well. no reply until now
in the meantime i found out something
changing the value of the Temperature Diffuse (AutoDopNetwork>smokesolver1) makes the smoke fall down or rise up. maybe this is what changes the temperature.
anyway in the houdini 11 version, the Source from object button is absent.
I read somewhere that now the button Source from Volume does the same thing.
in the meantime i found out something
changing the value of the Temperature Diffuse (AutoDopNetwork>smokesolver1) makes the smoke fall down or rise up. maybe this is what changes the temperature.
anyway in the houdini 11 version, the Source from object button is absent.
I read somewhere that now the button Source from Volume does the same thing.
Houdini Indie and Apprentice » change smoke temperature
- criscornellius
- 14 posts
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i see that in the temperature control should be in the static object node. but i can't find it. inside the autoDopNetwork there are only 4 nodes (smoke,smokesolver, merge1, gravity1)
Houdini Indie and Apprentice » change smoke temperature
- criscornellius
- 14 posts
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this maybe will sound like a silly question but…
in what node I can change the smoke temperature? I want to create a cold smoke effect.
I've already tryed to create a Volume ramp node after the isooffset node (inside an object node). and when I change the value of the right marker in the Scalar Ramp tab to -1, the smoke disappears instead of falling down.
so I presume this is not the right node to chane the temperature.
in what node I can change the smoke temperature? I want to create a cold smoke effect.
I've already tryed to create a Volume ramp node after the isooffset node (inside an object node). and when I change the value of the right marker in the Scalar Ramp tab to -1, the smoke disappears instead of falling down.
so I presume this is not the right node to chane the temperature.
Houdini Indie and Apprentice » changing bone origin after envelope
- criscornellius
- 14 posts
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thank you for the reply.
I Will try to fix this out but,
I have a problem with the second step you wrote.
I moved the bone and the origin to the right position and the geometry is messed up as you told me. then I select the bones and I click the Align Capture Pose tool, and nothing happens.
even if I first click the Align capture pose tool, and then select the bones and I press enter, the geometry is still messed up.
(i'm following the quadruped rig tutorial with autorig from the sidefx tutorials section).
I Will try to fix this out but,
I have a problem with the second step you wrote.
I moved the bone and the origin to the right position and the geometry is messed up as you told me. then I select the bones and I click the Align Capture Pose tool, and nothing happens.
even if I first click the Align capture pose tool, and then select the bones and I press enter, the geometry is still messed up.
(i'm following the quadruped rig tutorial with autorig from the sidefx tutorials section).
Houdini Indie and Apprentice » changing bone origin after envelope
- criscornellius
- 14 posts
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Hi everyone, I'm a beginner here, I started to learn Houdini just a couple of weeks ago.
right now I'm trying to learn something about rigging, and I started with the autorig tool.
While I was painting the weights in my mesh, I realized that the origin of the shoulder bone was in a wrong position, a little below the right place.
is it possible to change the origin position of that bone without loosing all the weight information of the rest of the body?
Or I have to start all over again?
(I used the autorig tool, so I have also the proxy geometry, is that a problem?)
thankyou!
right now I'm trying to learn something about rigging, and I started with the autorig tool.
While I was painting the weights in my mesh, I realized that the origin of the shoulder bone was in a wrong position, a little below the right place.
is it possible to change the origin position of that bone without loosing all the weight information of the rest of the body?
Or I have to start all over again?
(I used the autorig tool, so I have also the proxy geometry, is that a problem?)
thankyou!
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