Hey everyone,
Maybe some of you are interested in my new Kinefx course on Cg Circut. We will cover all major aspects of rigging in Kinefx. FK, IK, blend between setups, space switching, rig debugging, how to organize your rig, and more. It’s more than 4h of training.
Take a look: https://www.sidefx.com/tutorials/rigging-in-houdini-kinefx-1/ [www.sidefx.com]
Cheers,
Kamil
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Houdini Learning Materials » New tutorial: rigging in Kinefx
- hektor
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Houdini Indie and Apprentice » KineFX questions
- hektor
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I've been using Kinefx in production on Indie game, it's definitely ready. To be honest, it needs few workarounds, but you can check some tools which I did for it: https://github.com/kamilhepner/kinefx_tools [github.com]
It's totally ready for the primetime. I've talked with people using it in production, and they more than happy with it.
If you running into limitations share them with us here, there is probably more than one solution to every problem.
I didn't like the old Houdini approach for rigging with those quirky python scripts it smelled like Maya's approach. I've rigged in Maya for many years and my personal answer to question what Houdini does better than Maya is: Everything.
It's totally ready for the primetime. I've talked with people using it in production, and they more than happy with it.
If you running into limitations share them with us here, there is probably more than one solution to every problem.
I didn't like the old Houdini approach for rigging with those quirky python scripts it smelled like Maya's approach. I've rigged in Maya for many years and my personal answer to question what Houdini does better than Maya is: Everything.
Technical Discussion » KineFX and animator friendly promotion of controls?
- hektor
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I think currently the best thing is to use object-level controls and drive your rig pose nodes with them. That will let you handle cases where you have a few rig poses not only the one. If you not really keen on creating those level controls by hand you can check out some of my tools from https://github.com/kamilhepner/kinefx_tools [github.com]
Cheers,
Cheers,
Technical Discussion » KineFX Help Needed
- hektor
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Hey Greggory,
Maybe that will interest you:
Let me know if you need a hand.
Cheers,
Kamil
Maybe that will interest you:
Let me know if you need a hand.
Cheers,
Kamil
Technical Discussion » Kinefx Tools: New space switch node
- hektor
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If you're interested I've added a new node (Space Switch) to kinefx_tools repo. It lets you set up a space switch in an easy way.
Check out a short video tutorial about how to use it. There is an example HIP file in the repo.
https://www.youtube.com/watch?v=2TvOR7ohPdo [www.youtube.com]
Kinefx_tools it's a free repo with a bunch of HDAs, HIP, and some handy tools for rigging in Kinefx:
https://github.com/kamilhepner/kinefx_tools [github.com]
Feel free to hit me up with any questions
Check out a short video tutorial about how to use it. There is an example HIP file in the repo.
https://www.youtube.com/watch?v=2TvOR7ohPdo [www.youtube.com]
Kinefx_tools it's a free repo with a bunch of HDAs, HIP, and some handy tools for rigging in Kinefx:
https://github.com/kamilhepner/kinefx_tools [github.com]
Feel free to hit me up with any questions
Houdini Learning Materials » Rigging with Houdini Tutorials covering Kinefx
- hektor
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If you're interested Nathan you can check my channel: https://www.youtube.com/channel/UCXGPZ5ruDfeTUDQf_xUnJ2w [www.youtube.com] I've been posting videos and some rigging tips regarding KineFx and Kinefx_tools.
KineFx_tools it's a GitHub https://github.com/kamilhepner/kinefx_tools [github.com] repo where I'm putting HDAs, scripts and example hip files, you can browse those. Can be a valuable learning resource.
Cheers
KineFx_tools it's a GitHub https://github.com/kamilhepner/kinefx_tools [github.com] repo where I'm putting HDAs, scripts and example hip files, you can browse those. Can be a valuable learning resource.
Cheers
Houdini Engine for Unreal » UE4 World Composition w/ Houdini
- hektor
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Houdini Engine for Unreal » UE4 World Composition w/ Houdini
- hektor
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After upgrading UnrealEngint to 4.26 gaps between tiles disappeared but now Editor crashes when trying to bake PDG output.
World composition is enabled in world settings.
Pdg network:
Geometry spreadsheet for one of the items:
Content browser:
World composition node:
Outliner
Bake:
And crash:
Any suggestions?
World composition is enabled in world settings.
Pdg network:
Geometry spreadsheet for one of the items:
Content browser:
World composition node:
Outliner
Bake:
And crash:
Any suggestions?
Edited by hektor - 2021年1月25日 18:53:13
Technical Discussion » How are you folks exporting a terrain image >1024 in res?
- hektor
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If you have a simple HDA where you read a once generated BGEO file with the landscape. Houdini Engine in unreal wouldn't cook anything while you've opened the level. At the end of the day, if that's not fast enough. You can always bake landscape to actor:
The last question, you're getting the message which says "Cooking" not "compiling" right?
The last question, you're getting the message which says "Cooking" not "compiling" right?
Technical Discussion » KineFx animation workflow
- hektor
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Understandable, hope in the future it will get some love. That will let us create blendshape heavy facials rigs ❤️
Thanks for the suggestion about checking the inputs, yes both of them are not time dependent.
Thanks for the suggestion about checking the inputs, yes both of them are not time dependent.
Edited by hektor - 2021年1月24日 16:53:08
Technical Discussion » How are you folks exporting a terrain image >1024 in res?
- hektor
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You don't need to have Houdini every time "recompiling" terrain from scratch. What you normally do, you basically have a HIP file where you generate your terrain, at the end you save it as BGEO. Then you create a simple HDA which just merges that BGEO and that HDA is loaded in Unreal.
Technical Discussion » KineFX BlendShape Export
- hektor
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Hey @Simon van den Broek can you upload your network? We are using it in production with 18.5.462 and it works very well. Example HIP file posted by edward shows exactly how to set it up and export it. Maybe your ROP SOP is after characterblendshape SOP, where it should be exporting data before going through characterblendshape.
Technical Discussion » Curve Solver offset? (KineFX)
- hektor
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Interesting, I think that your solution with VEX is more elegant than my one I took a stab at it and that's what I've got:
Technical Discussion » Curve Solver offset? (KineFX)
- hektor
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So sorry Danveen I completely misunderstood it. I've missed that part that you want to slide joints along the curve.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- hektor
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Hi sggvideo, you can copy it back from V1 it's just a material function. Go to V1 plugin folder and you will find it there.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- hektor
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@JvK Artwork and @ChinaNoodles I think the best way is to submit the bug with an example HDAs. That will helps the squeaky wheel to get some oil.
Hey @adipamihi, it's interesting to hear what workflows people have regarding landscapes. Is there a need for you to use unreal landscape tools? Anything missing in Houdini? After sculpting terrain in Unreal you can export to file and import it in Houdini as a layer on top. You would only need to calculate the delta between sculped and unsculpted terrain. Some time ago I wrote a tool to speed up some terrain workflows: https://www.youtube.com/watch?v=ArqavvTEFgs [www.youtube.com] check it you maybe that will give you some ideas
Probably for those type of discussion best thing to do will be to create a separate topic
Hey @adipamihi, it's interesting to hear what workflows people have regarding landscapes. Is there a need for you to use unreal landscape tools? Anything missing in Houdini? After sculpting terrain in Unreal you can export to file and import it in Houdini as a layer on top. You would only need to calculate the delta between sculped and unsculpted terrain. Some time ago I wrote a tool to speed up some terrain workflows: https://www.youtube.com/watch?v=ArqavvTEFgs [www.youtube.com] check it you maybe that will give you some ideas
Probably for those type of discussion best thing to do will be to create a separate topic
Technical Discussion » Curve Solver offset? (KineFX)
- hektor
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There is an issue in the video where I connect it in the wrong way I believe
This is how it should be connected:
0 Input: Your solved spine
1 Input: Stashed original spine
2 Input: Stashed solved spine
Also, you can take a look inside of it. Applying offset is a very simple matrix operation.
This is how it should be connected:
0 Input: Your solved spine
1 Input: Stashed original spine
2 Input: Stashed solved spine
Also, you can take a look inside of it. Applying offset is a very simple matrix operation.
Edited by hektor - 2021年1月18日 22:04:00
Technical Discussion » How to manage material coordinates?
- hektor
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Maybe Rest Position SOP is what you're looking for: https://www.sidefx.com/docs/houdini/nodes/sop/rest.html [www.sidefx.com] ??
Technical Discussion » Curve Solver offset? (KineFX)
- hektor
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Have you checked kinefx_tools on git hub:
https://github.com/kamilhepner/kinefx_tools [github.com]
I was showing something that you're looking for there is a handy HDA for that.
Cheers
https://github.com/kamilhepner/kinefx_tools [github.com]
I was showing something that you're looking for there is a handy HDA for that.
Cheers
Technical Discussion » KineFx animation workflow
- hektor
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Thanks Chris! Speaking about the speed, it's so so. I wonder about your workarounds to speed up the rigs. Currently the biggest bottle neck is characterblendshapes node, and (suprinsigly) rig pose - which is very unfortunate.
Not sure if characterblendshape can be replaced with normal blendshape node, and if those blendshapes will be exported down the line to FBX.
Speaking about rig pose, I have few of those. E.g for spine, then for legs, then arms. Slowes one is that one on top of the chain (spine)
Cheers,
Kamil
Not sure if characterblendshape can be replaced with normal blendshape node, and if those blendshapes will be exported down the line to FBX.
Speaking about rig pose, I have few of those. E.g for spine, then for legs, then arms. Slowes one is that one on top of the chain (spine)
Cheers,
Kamil
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