Greetings,
apologies but I am not quite sure what the problem is without seeing it.
What I can say though is that you can absolutely run the ragdoll solver on a skeleton and then use the realistic shoulder to correct any issues that might have appeared. You just have to get the ragdoll solver output skeleton and run it through a VOP where the realistic shoulder is set up. That said, it might be worth diagnosing the ragdoll shoulder issue first.
Thanks!
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Rigging » Ragdoll with realistic shoulder?
- mihneas
- 51 posts
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Rigging » KineFX Ragdoll - Capybara Setup
- mihneas
- 51 posts
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Greetings,
you can add a new entry under the "Configurations" parm on the ragdoll solver, populate the "Group" with the joints that you want and enable "Match Local Transforms". Tweak the "Bend Stiffness" and "Bend Damping" to get closer to the result that you are after. Let me know if you encounter any issues.
Thanks!
you can add a new entry under the "Configurations" parm on the ragdoll solver, populate the "Group" with the joints that you want and enable "Match Local Transforms". Tweak the "Bend Stiffness" and "Bend Damping" to get closer to the result that you are after. Let me know if you encounter any issues.
Thanks!
Rigging » APEX Ragdoll Interactive Mapping Mode
- mihneas
- 51 posts
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Greetings,
my apologies! The "M" hotkey has gone through some changes as of late and some of those changes did not make it to the build just yet. We will address this issue today by switching the mapping hotkey to "N" instead. If you can, please download tomorrow's daily build and that should have the fix.
Thank you!
my apologies! The "M" hotkey has gone through some changes as of late and some of those changes did not make it to the build just yet. We will address this issue today by switching the mapping hotkey to "N" instead. If you can, please download tomorrow's daily build and that should have the fix.
Thank you!
Houdini Indie and Apprentice » kineFX realistic shoulder weirdness
- mihneas
- 51 posts
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Hi,
what version of Houdini are using? I just had a look at your scene in Houdini 19.5.605(latest production build) and everything seems to behave as I would expect. The only thing I can reproduce is the need to provide a negative clavicle lookup axis to the realisticshoulder VOP. I also see that you are using the realisticshoulder 1.0 - we have built a 2.0 version since then which fixes a couple of things. If you are on 18.5 however, you will not have access to the 2.0.
One thing I can suggest is trying to set the scaleinheritance to 0 instead of 1. As to what this does, it determines the behaviour of the child joint when its parent gets scaled - it is used when computing the localtransform.
Here is a list of what each scaleinheritance mode does:
- 0: simple inheritance
- 1: child doesn't scale with the parent local scales, but local translation is scaled
- 2: local translation is scaled as before but parent local scaling is also reapplied by the child in local space
- 3: local translation is not scaled, but parent local scaling is reapplied by the child in local space
- 4: child completely ignores any parent local scaling
Just to confirm:
what version of Houdini are using? I just had a look at your scene in Houdini 19.5.605(latest production build) and everything seems to behave as I would expect. The only thing I can reproduce is the need to provide a negative clavicle lookup axis to the realisticshoulder VOP. I also see that you are using the realisticshoulder 1.0 - we have built a 2.0 version since then which fixes a couple of things. If you are on 18.5 however, you will not have access to the 2.0.
One thing I can suggest is trying to set the scaleinheritance to 0 instead of 1. As to what this does, it determines the behaviour of the child joint when its parent gets scaled - it is used when computing the localtransform.
Here is a list of what each scaleinheritance mode does:
- 0: simple inheritance
- 1: child doesn't scale with the parent local scales, but local translation is scaled
- 2: local translation is scaled as before but parent local scaling is also reapplied by the child in local space
- 3: local translation is not scaled, but parent local scaling is reapplied by the child in local space
- 4: child completely ignores any parent local scaling
Just to confirm:
Left leg now has the pelvis rotating as I move the foot up, right does not. I turn the realistic shoulder off, everything is normalthis happens when you translate the leg_ctrl_R via the RIGPOSE_ARMS_AND_LEGS, correct?
Technical Discussion » reversefoot sop not work correctly
- mihneas
- 51 posts
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Thanks for pointing this out. This has been fixed and should appear so in the next daily build.
Technical Discussion » KineFx content library Eric rig examples not working
- mihneas
- 51 posts
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Hi!
From what you are describing it seems like you did not link the Mixamo motions. I just gave the file a go to make sure everything is working and I can confirm that it is fine. You have to download the Mixamo motions separately, they are not included in the .hip (there is a note made in the file about this). If you go to https://www.mixamo.com/ [www.mixamo.com] and search for: Jumping Rope and T Pose, you should be able to easily find them both. Once downloaded, you have to link them in the file in the Retarget geometry container at the top.
Let me know if you find any issues along the way and I would be more than happy to help.
Cheers,
Mihnea
From what you are describing it seems like you did not link the Mixamo motions. I just gave the file a go to make sure everything is working and I can confirm that it is fine. You have to download the Mixamo motions separately, they are not included in the .hip (there is a note made in the file about this). If you go to https://www.mixamo.com/ [www.mixamo.com] and search for: Jumping Rope and T Pose, you should be able to easily find them both. Once downloaded, you have to link them in the file in the Retarget geometry container at the top.
Let me know if you find any issues along the way and I would be more than happy to help.
Cheers,
Mihnea
Technical Discussion » KineFX creating a reverse foot
- mihneas
- 51 posts
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Hello,
You can have a look at the reversefoot SOP for some possibilities when it comes to building a reverse foot set up. The SOP itself is quite complex as it deals with building the foot markers and then solving them but there is also a reversefoot VOP that that handles just the actual solve. You could take a look in there as well for getting some pointers. I hope that helps!
Let me know if you have any questions.
Cheers,
Mihnea
You can have a look at the reversefoot SOP for some possibilities when it comes to building a reverse foot set up. The SOP itself is quite complex as it deals with building the foot markers and then solving them but there is also a reversefoot VOP that that handles just the actual solve. You could take a look in there as well for getting some pointers. I hope that helps!
Let me know if you have any questions.
Cheers,
Mihnea
Technical Discussion » Kinefx Reverse Foot VOP - How do I make it work with IK?
- mihneas
- 51 posts
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Hey, there!
Just looking at the images and description, the first thing that comes to mind is to make sure that the ball and toe joints come from the input that you interact with using the IK control(so that they move together with the ankle joint). Since you are setting their transforms after you have run them through the reverse foot, if you query them from the static input, you will be setting the same static pose on them.
Second, I am not sure how the marker set up looks like but if you have an animated input, you probably want the markers to follow properly. Take a look at setting up the markers using the reversefoot SOP - that should take care of any parent constraining for you.
If none of the above fixes your issue, I would be happy to take a look at a .hip file.
Cheers,
Mihnea
Just looking at the images and description, the first thing that comes to mind is to make sure that the ball and toe joints come from the input that you interact with using the IK control(so that they move together with the ankle joint). Since you are setting their transforms after you have run them through the reverse foot, if you query them from the static input, you will be setting the same static pose on them.
Second, I am not sure how the marker set up looks like but if you have an animated input, you probably want the markers to follow properly. Take a look at setting up the markers using the reversefoot SOP - that should take care of any parent constraining for you.
If none of the above fixes your issue, I would be happy to take a look at a .hip file.
Cheers,
Mihnea
Technical Discussion » Difficulty with KineFX's Realistic Shoulder VOP
- mihneas
- 51 posts
- Offline
Hi!
I commited a fix for this issue. You should be able to find in tomorrow's daily build.
Thank you for signaling it!
Cheers,
Mihnea
I commited a fix for this issue. You should be able to find in tomorrow's daily build.
Thank you for signaling it!
Cheers,
Mihnea
Technical Discussion » KineFx content library Eric rig examples not working
- mihneas
- 51 posts
- Offline
Hello!
Hard to say why it is not working for you without seeing a .hip file. The only thing that comes to mind is to check the names of the joints from the mixamo import and make sure that they match the names used in the mappoints node.
Thanks!
Cheers,
Mihnea
Hard to say why it is not working for you without seeing a .hip file. The only thing that comes to mind is to check the names of the joints from the mixamo import and make sure that they match the names used in the mappoints node.
Thanks!
Cheers,
Mihnea
Technical Discussion » Difficulty with KineFX's Realistic Shoulder VOP
- mihneas
- 51 posts
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Hello!
I took a quick look and the first thing worth mentioning is that if you have the realisticshoulder set to Active, you don't have to set the transforms on the joints using the setpointtransform - the VOP will take care of this inside.
As for the weird rotations, something seems indeed to be behaving in a wrong way within the VOP. I will work on a fix for this as soon as possible.
Thank you for the post!
Cheers,
Mihnea
I took a quick look and the first thing worth mentioning is that if you have the realisticshoulder set to Active, you don't have to set the transforms on the joints using the setpointtransform - the VOP will take care of this inside.
As for the weird rotations, something seems indeed to be behaving in a wrong way within the VOP. I will work on a fix for this as soon as possible.
Thank you for the post!
Cheers,
Mihnea
Houdini Lounge » KineFX Rigpose Skeleton
- mihneas
- 51 posts
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Greetings!
The way I usually approach this is to separate the controls from the skeleton - in a different stream - have the rigpose in that stream and then skeletonblend the controls back to the original stream. This way you will only see the controls while in the rigpose state but they will still affect your main stream.
Hope it helps!
Cheers!
The way I usually approach this is to separate the controls from the skeleton - in a different stream - have the rigpose in that stream and then skeletonblend the controls back to the original stream. This way you will only see the controls while in the rigpose state but they will still affect your main stream.
Hope it helps!
Cheers!
Edited by mihneas - 2020年12月17日 03:38:57
Technical Discussion » KineFX joints flipping
- mihneas
- 51 posts
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Hey!
I am glad to hear that you managed to figure it out!
I took a quick glance at your scene and my only thought would be:
If your target skeleton is identical with your source skeleton you can bypass the whole fbik workflow and just use an attribute copy: copy the P and transform attribs over and set the Match by Attribute to "name". Of course, if you are working with different skeletons, then you will need the fbik for the offsets etc.
Other than that, it looks great!
Thanks for sharing!
Cheers!
I am glad to hear that you managed to figure it out!
I took a quick glance at your scene and my only thought would be:
If your target skeleton is identical with your source skeleton you can bypass the whole fbik workflow and just use an attribute copy: copy the P and transform attribs over and set the Match by Attribute to "name". Of course, if you are working with different skeletons, then you will need the fbik for the offsets etc.
Other than that, it looks great!
Thanks for sharing!
Cheers!
Technical Discussion » KineFX joints flipping
- mihneas
- 51 posts
- Offline
Greetings,
A few things come to mind when looking at the video. I shall list them in order:
1. Make sure that the MoCap you are using doesn't actually have the flipping issue. Look at the axes of the pelvis joint to see if they behave
2. If the raw data you are working with seems fine, one trick you could try is to copy the transform and position of the pelvis joint from the source to the one from the target before the fullbodyik. This will give the solver a little extra stability to work with. (use a rig attribvop and offset the xform of the pelvis in your target skeelton by the pelvis in the source skeleton)
2.1 You can also try to play with the fullbodyik attributes - like weight - for the pelvis joint and see if that gets you anywhere; you could also try and set rotation limits or lock certain rotation axes(not sure if this would work too well for this example but might be worth a look)
3. If neither of the above options provide the fix, going in for some manual cleanup might be what you need to do. Look at stabilizejoint node.
Hope this helps!
If you can't figure it out, please provide the .hip and I would be more than happy to help!
Cheers!
A few things come to mind when looking at the video. I shall list them in order:
1. Make sure that the MoCap you are using doesn't actually have the flipping issue. Look at the axes of the pelvis joint to see if they behave
2. If the raw data you are working with seems fine, one trick you could try is to copy the transform and position of the pelvis joint from the source to the one from the target before the fullbodyik. This will give the solver a little extra stability to work with. (use a rig attribvop and offset the xform of the pelvis in your target skeelton by the pelvis in the source skeleton)
2.1 You can also try to play with the fullbodyik attributes - like weight - for the pelvis joint and see if that gets you anywhere; you could also try and set rotation limits or lock certain rotation axes(not sure if this would work too well for this example but might be worth a look)
3. If neither of the above options provide the fix, going in for some manual cleanup might be what you need to do. Look at stabilizejoint node.
Hope this helps!
If you can't figure it out, please provide the .hip and I would be more than happy to help!
Cheers!
Houdini Indie and Apprentice » Kinefx to export a mesh with skeleton towards UE4
- mihneas
- 51 posts
- Offline
Hi!
I had a go at your scene and added some notes as well. I did not spend too much time working on the actual transform of the joints so you might want to tweak them more to achieve the desired result.
Cheers!
I had a go at your scene and added some notes as well. I did not spend too much time working on the actual transform of the joints so you might want to tweak them more to achieve the desired result.
Cheers!
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- mihneas
- 51 posts
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Hi!
Right, so your HDA is supposed to be at SOP level rather than at OBJ level. So instead of making an HDA out of the geo container, collapse your network into a subnet and make that an HDA. I hope that helps!
Cheers!
Right, so your HDA is supposed to be at SOP level rather than at OBJ level. So instead of making an HDA out of the geo container, collapse your network into a subnet and make that an HDA. I hope that helps!
Cheers!
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- mihneas
- 51 posts
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Hi!
These are all of the steps in order to get the desired result:
1. drop down a computerigpose node inside your custom HDA and plug into its input the joints that you wish to manipulate using the state
2. hit the “Promote Parameters” button on the computerigpose - this will promote the multiparm required by the rigpose to the interface of your custom HDA
3. add the kinefx__rigpose state to your custom HDA as described above
If you went through all of them and you still get the error, may I please ask for the scene so I can take a look ?
Cheers!
These are all of the steps in order to get the desired result:
1. drop down a computerigpose node inside your custom HDA and plug into its input the joints that you wish to manipulate using the state
2. hit the “Promote Parameters” button on the computerigpose - this will promote the multiparm required by the rigpose to the interface of your custom HDA
3. add the kinefx__rigpose state to your custom HDA as described above
If you went through all of them and you still get the error, may I please ask for the scene so I can take a look ?
Cheers!
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- mihneas
- 51 posts
- Offline
Greetings!
Currently, in order to be able to interact with the joints inside your custom HDA from the viewport, you have to add to your custom HDA the rigpose state.
To do that, go to Type Properties on your HDA, under the Node tab, and paste this “kinefx__rigpose” in the Default State parm there. Now you should be able to use the ripose state and interact with your controls.
Cheers!
Currently, in order to be able to interact with the joints inside your custom HDA from the viewport, you have to add to your custom HDA the rigpose state.
To do that, go to Type Properties on your HDA, under the Node tab, and paste this “kinefx__rigpose” in the Default State parm there. Now you should be able to use the ripose state and interact with your controls.
Cheers!
Houdini Indie and Apprentice » KineFX quadruped (dog) leg rig with IK solver
- mihneas
- 51 posts
- Offline
Greetings!
I had a go at your scene and came up with a set up for the reverse leg. I made a simple HDA out of it so you can easily use it for both back legs. Let me know if you have any questions!
Cheers!
I had a go at your scene and came up with a set up for the reverse leg. I made a simple HDA out of it so you can easily use it for both back legs. Let me know if you have any questions!
Cheers!
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