Hey Guys,
thanks for your appreciation!
TheBadger:
It might be a little late to answer. Sorry, I just saw there were new posts on this “old” thread.
I have divided opinion about modeling characters in Houdini.
First, I'd like to say Houdini is an amazing sofware, no doubt about it.
However, depending of what you want to do, it's not necessarily the software you need.
If you want to do character/organic modeling, Houdini will be able to do the job and like other says, it as more or less the similar basic features than other packages. However, I don't think it's the easiest and most intuitive package for character modeling.
If you want to do mostly character modeling I would actually suggest to learn ZBrush(or similar sculpting programs). For character modeling, it's totally the way to go.
Actually, the latest character modeling pipeline test I did was using mostly Zbrush and Topogun. https://vimeo.com/39210017 [vimeo.com]
In terms of precision and speed, it's definetly a winner for me, I will keep on using this technique from now on.
I also used a bit of Maya of uvs and model fine tuning, but it could have been Houdini for that matter, it would have made no difference.
On the other hand, if you want to do fxs, technical work or procedural modeling …go for Houdini without hesitations.
cheers!
JR
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Work in Progress » Cartoon Character modeled in Houdini
- jrgauthier
- 243 posts
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Work in Progress » Cartoon Character modeled in Houdini
- jrgauthier
- 243 posts
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i want to ask you why don't you do your animations in Houdini?hi cyrus nk!
That's a good question, but main reason is because I didn't have anyone to rig for me this character and didn't want to start digging into houdini's rigging, I don't want to be a rigger…
Work in Progress » Cartoon Character modeled in Houdini
- jrgauthier
- 243 posts
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Cyrus_nk: there is an aniamtion on vimeo actually.
http://vimeo.com/31121829 [vimeo.com]
It was rigged, animated and rendered in Maya thought.
cheers!
JR
http://vimeo.com/31121829 [vimeo.com]
It was rigged, animated and rendered in Maya thought.
cheers!
JR
Work in Progress » Cartoon Character modeled in Houdini
- jrgauthier
- 243 posts
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Hi!
Here's a character I modeled in Houdini a few months ago. I wanted to test the procedural approach on organic modeling. I found some interesting things that could be done with the houdini pipeline in terms of box modeling. While working I always kept my character smoothed in one windows, ands my working, low res model, in another window. It came kind of handy. I used alot of the ray sop too to keep my shape clean while moving point around too(kind of like sliding point along the surface of the original shape). On the downside, it became a bit heavy and slow toward the end of the process. Still worth the experiment.
The model was textured in zbrush, and rigged and lighted in Maya. I would have liked to get the rigging done in Houdini but, lack of time and ressources made me go for maya…
Enjoy!
Here's a character I modeled in Houdini a few months ago. I wanted to test the procedural approach on organic modeling. I found some interesting things that could be done with the houdini pipeline in terms of box modeling. While working I always kept my character smoothed in one windows, ands my working, low res model, in another window. It came kind of handy. I used alot of the ray sop too to keep my shape clean while moving point around too(kind of like sliding point along the surface of the original shape). On the downside, it became a bit heavy and slow toward the end of the process. Still worth the experiment.
The model was textured in zbrush, and rigged and lighted in Maya. I would have liked to get the rigging done in Houdini but, lack of time and ressources made me go for maya…
Enjoy!
Houdini Indie and Apprentice » euler filter equivalent?
- jrgauthier
- 243 posts
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Houdini Indie and Apprentice » euler filter equivalent?
- jrgauthier
- 243 posts
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Hi Guys! thanks for your interest on the subject. I don't know if I'm talking about quaternion rotation, but here are more details:
It's the first time I actually see the maya document description heheh.
However, we(animators) don't use necessarily euler filter for mocap correction.
Maybe I need to be more specific here.
First, we have to agree that gimbal locks are a common thing animators will face animating rotations. No matter the quality of the rig or software.
For exemple, I just did some test with the Houdini Cartoon character rig and like any other rigs you can encounter gimbal locks rotatings arms or wrist for exemple. To me it's not the sign of a bad rig; no matter what rotation order you will use, sooner or later you'll get a gimbal lock if the motion you animate becomes a bit complex.
The moment you get into gimbal lock and you need to do a specific motion that your gimbal rotation axis won't allow you…you're kind of screwed.
On the other hand if you're using local rotation axis you can rotate your wrist(for exemple) freely in the pose of your choice. But when you play your animation, you can see that something is wrong, your wrist does “backflips” between your gimbal locked pose and your new pose…what do you do in that case?
You simply select your curves and press the “euler filter” button and voilà! It's fixed, your rotation looks fine and smooth.
You can keep on animating as no incident happened!
On the other hand, if you don't have the “euler filter” button, what can be done? Painfully untangling gimbal locked rotation axis and try to make it work?
I wonder if my explainations make sense or maybe I would need more graphic exemples?
In the meantime, I'll check out if I'm using rotations in default mode you're talking about, maybe it's the solution I need. Houdini is always full of cool surprises.
Cheers! Hope we can solve this problem!
It's the first time I actually see the maya document description heheh.
However, we(animators) don't use necessarily euler filter for mocap correction.
Maybe I need to be more specific here.
First, we have to agree that gimbal locks are a common thing animators will face animating rotations. No matter the quality of the rig or software.
For exemple, I just did some test with the Houdini Cartoon character rig and like any other rigs you can encounter gimbal locks rotatings arms or wrist for exemple. To me it's not the sign of a bad rig; no matter what rotation order you will use, sooner or later you'll get a gimbal lock if the motion you animate becomes a bit complex.
The moment you get into gimbal lock and you need to do a specific motion that your gimbal rotation axis won't allow you…you're kind of screwed.
On the other hand if you're using local rotation axis you can rotate your wrist(for exemple) freely in the pose of your choice. But when you play your animation, you can see that something is wrong, your wrist does “backflips” between your gimbal locked pose and your new pose…what do you do in that case?
You simply select your curves and press the “euler filter” button and voilà! It's fixed, your rotation looks fine and smooth.
You can keep on animating as no incident happened!
On the other hand, if you don't have the “euler filter” button, what can be done? Painfully untangling gimbal locked rotation axis and try to make it work?
I wonder if my explainations make sense or maybe I would need more graphic exemples?
In the meantime, I'll check out if I'm using rotations in default mode you're talking about, maybe it's the solution I need. Houdini is always full of cool surprises.
Cheers! Hope we can solve this problem!
Edited by - 2010年10月20日 15:56:25
Houdini Indie and Apprentice » euler filter equivalent?
- jrgauthier
- 243 posts
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Hi! Here's a simple question:
Is there any equivalent of the Maya's graph editor euler filter in houdini's channel editor?
What's seems to be close is using qlinear(), but it doesn't seem so flexible. For instance, it seems hard to make smooth in and smooth out using de qlinear()…it's linear…anything like qbezier()?
thanks!
Is there any equivalent of the Maya's graph editor euler filter in houdini's channel editor?
What's seems to be close is using qlinear(), but it doesn't seem so flexible. For instance, it seems hard to make smooth in and smooth out using de qlinear()…it's linear…anything like qbezier()?
thanks!
Technical Discussion » Shader View still BUGGY :-(
- jrgauthier
- 243 posts
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I think a shader view still as it's place in a 3D software.
Softimage thought it was useless when they released XSI, because they thought people would only use the render region to preview their shaders. They were wrong and finally implented it in version 6 or something after years of demands from the users. I hope Side FX won't do the same mistake.
Shader view is useful. Worst case, why don't they upgrade it so it uses the latest rendering technology. When I work on shader, I don't want to have to setup a scene with a ball just to preview my shader.
Having a shader view is a good thing. I always liked it…not perfect, but fast and efficient enough in most situations.
Softimage thought it was useless when they released XSI, because they thought people would only use the render region to preview their shaders. They were wrong and finally implented it in version 6 or something after years of demands from the users. I hope Side FX won't do the same mistake.
Shader view is useful. Worst case, why don't they upgrade it so it uses the latest rendering technology. When I work on shader, I don't want to have to setup a scene with a ball just to preview my shader.
Having a shader view is a good thing. I always liked it…not perfect, but fast and efficient enough in most situations.
Houdini Indie and Apprentice » is there something like texture layer editor like in xsi?
- jrgauthier
- 243 posts
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Yeah, I think inside a vop network it's “easily” doable.
Just need to know the maths recipe for the blending mode you want. Add and multiply are pretty straight forward… For the rest of them I'm sure you can find it easily with google…
Just need to know the maths recipe for the blending mode you want. Add and multiply are pretty straight forward… For the rest of them I'm sure you can find it easily with google…
Houdini Indie and Apprentice » is there something like texture layer editor like in xsi?
- jrgauthier
- 243 posts
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Yeah, I think inside a vop network it's “easily” doable.
Just need to know the maths recipe for the blending mode you want. Add and multiply are pretty straight forward… For the rest of them I'm sure you can find it easily with google…
Just need to know the maths recipe for the blending mode you want. Add and multiply are pretty straight forward… For the rest of them I'm sure you can find it easily with google…
Technical Discussion » Mantra VS Mantra VS Etc...
- jrgauthier
- 243 posts
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Wow, this sound all so interesting, but I understand only half of it…
Is there any chances you could explain the process in a really simple manner step by step way? Or this process already in Houdini's manuel by any chance?
thanks!
Is there any chances you could explain the process in a really simple manner step by step way? Or this process already in Houdini's manuel by any chance?
thanks!
Houdini Lounge » Shader view not working?
- jrgauthier
- 243 posts
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I had the exact same problem. Working shaders in vops, the shader is not updating in shader view.
Houdini Lounge » houdini jams at end user license agreement
- jrgauthier
- 243 posts
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Hmm, it never happened to me before but it works!!!
I can breath again, thanks alot Soothsayer!
I can breath again, thanks alot Soothsayer!
Houdini Lounge » houdini jams at end user license agreement
- jrgauthier
- 243 posts
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Nope, it doesn't work…=
I uninstalled and re-installed Houdini and it still jams looking for a license…
I uninstalled and re-installed Houdini and it still jams looking for a license…
Houdini Lounge » houdini jams at end user license agreement
- jrgauthier
- 243 posts
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Houdini Lounge » houdini jams at end user license agreement
- jrgauthier
- 243 posts
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Houdini Lounge » houdini jams at end user license agreement
- jrgauthier
- 243 posts
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A weird thing is happening,
Houdini always ran smoothly on my machine.
Today, for no apparent reason, it's not working anymore.
first i get the license administration window popping up; asking me to install a license. Than, when I accept, a end user license agreement ops up and I press accept…than it jams… it's not responding anymore. I have no clue what to do. Never happened before, even thought I have those license window opening from time to time, it always runs fine.
I'm running Houdini 10.0.595 on windows xp64.
Please help me, I can't spend one day without Houdini!!!
Houdini always ran smoothly on my machine.
Today, for no apparent reason, it's not working anymore.
first i get the license administration window popping up; asking me to install a license. Than, when I accept, a end user license agreement ops up and I press accept…than it jams… it's not responding anymore. I have no clue what to do. Never happened before, even thought I have those license window opening from time to time, it always runs fine.
I'm running Houdini 10.0.595 on windows xp64.
Please help me, I can't spend one day without Houdini!!!
Houdini Indie and Apprentice » how to bake animations ?
- jrgauthier
- 243 posts
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Very good and simple question, I wanted to do that too as well at some point. To simply bake a curve, is there anything to do that easily?
Work in Progress » Metallic paint shader v002
- jrgauthier
- 243 posts
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Hey guys,
here's an update on my metallic paint shader.
I finally got the missing ingredient: sparkles!
Thanks my colleague Nicolas Rous who found exactly what I needed. Next step will be to use it for something cool!
I'm also planning eventually to allow use of sprites to define sparkle shapes.
http://vimeo.com/10126653 [vimeo.com]
here's an update on my metallic paint shader.
I finally got the missing ingredient: sparkles!
Thanks my colleague Nicolas Rous who found exactly what I needed. Next step will be to use it for something cool!
I'm also planning eventually to allow use of sprites to define sparkle shapes.
http://vimeo.com/10126653 [vimeo.com]
Houdini Lounge » Mutliple UV Textures Imported in OBJ Geomeotry Question
- jrgauthier
- 243 posts
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Do you have an exported obj file? Could be interesting to have a look…
How many uv attributes do you have in your imported model?
How many uv attributes do you have in your imported model?
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