I have an OBJ file with multiple objects. I can select the group, or polygon, vertex, face level of the object.
And I can seperate them out and transform, and rotate them fine.
But when I try to Keyframe the object, it won't allow me to set the key. Is there anyway to do this?
Found 55 posts.
Search results Show results as topic list.
Houdini Learning Materials » Animating a selected group object from within an OBJ file
- vertigo262
- 55 posts
- Offline
Houdini Learning Materials » Anyone know of any Bones and Rigging Tutorials?
- vertigo262
- 55 posts
- Offline
Speak up or forever hold your peace! Clyde is important to Art! for arts sake!
Edited by vertigo262 - 2017年6月25日 18:06:32
Houdini Learning Materials » Anyone know of any Bones and Rigging Tutorials?
- vertigo262
- 55 posts
- Offline
Thats exactly what I need to do. Although he doesn't go into much detail on how he built it. But that is the type of thing I need to do
Houdini Learning Materials » Anyone know of any Bones and Rigging Tutorials?
- vertigo262
- 55 posts
- Offline
You must know who Clyde the Happy Sperm is! Due to the fact that my family has been telling the world I am
crazy and Schizo, working with the police for 35 years now.
Saying that my art is some kind of confession about me and things like this to rile the world against me.
Originally done back in 1995 or so, with 3ds max
https://kevinperelmantarget.wordpress.com/2017/06/08/some-of-my-art-mike-huntley-brian-longbotham-my-family-and-government-have-targeted-me-over/ [kevinperelmantarget.wordpress.com]
crazy and Schizo, working with the police for 35 years now.
Saying that my art is some kind of confession about me and things like this to rile the world against me.
Originally done back in 1995 or so, with 3ds max
https://kevinperelmantarget.wordpress.com/2017/06/08/some-of-my-art-mike-huntley-brian-longbotham-my-family-and-government-have-targeted-me-over/ [kevinperelmantarget.wordpress.com]
Houdini Learning Materials » Anyone know of any Bones and Rigging Tutorials?
- vertigo262
- 55 posts
- Offline
I need to create a rig for Clyde.
I don't think Autorig will work withthis model since it is a little unconventional. But trying to figure out how to create the bones and rig. But haven't been able to find any good houdini tutorials on that.
If anyone has any learning information in regards to this I'd appreciate it.
Need to do bones in tail
Head turning
Mouth Expressions
possibly Eye lids
Tongue Bones
I don't think Autorig will work withthis model since it is a little unconventional. But trying to figure out how to create the bones and rig. But haven't been able to find any good houdini tutorials on that.
If anyone has any learning information in regards to this I'd appreciate it.
Need to do bones in tail
Head turning
Mouth Expressions
possibly Eye lids
Tongue Bones
Edited by vertigo262 - 2017年6月21日 06:41:40
Houdini Learning Materials » Trying to figure out Particle Collision in the autodop network
- vertigo262
- 55 posts
- Offline
This seems to make a little more sense.
Figured it out
Figured it out
Edited by vertigo262 - 2017年6月3日 11:03:43
Houdini Learning Materials » Trying to figure out Particle Collision in the autodop network
- vertigo262
- 55 posts
- Offline
I have a source particle network with the Autodop and a collision object.
WhatI did was add the ground plane collision which built the nodes. But when trying to switch the ground plane
object with the autodop with the Groundplane SOP to /obj/Fusolage_Proxy
Doesn't seem to do what I want it to do. I am guessing I am using the wrong SOP.
Help appreciated
WhatI did was add the ground plane collision which built the nodes. But when trying to switch the ground plane
object with the autodop with the Groundplane SOP to /obj/Fusolage_Proxy
Doesn't seem to do what I want it to do. I am guessing I am using the wrong SOP.
Help appreciated
Edited by vertigo262 - 2017年6月3日 09:59:16
Houdini Learning Materials » Auto rig using multiple objects
- vertigo262
- 55 posts
- Offline
oooooooooooooooooooohhhhhhhhhhh!
You want my input? lol
ok, Mantra should be CPU/GPU renderer. I am using redshift, and I love it! but, things always work better when Native, and less bloatware.
Also, this is very important. The viewport should support soft shadows, VXGI real time global illumination, atmospherics, particles
And have the ability to, instead of heavy rendering, capture realtime frame grabs, like you would a photorealistic game engines.
In other words, You should set up your animation sequence, and render off the viewport display like you would a game engine because I am guessing with where technology is at, in about 6 years. People are going to be doing a lot less rendering due to the fact that Game Engine technology with GI capabilities is now starting to get close to render quality. Minus the amount of GI bounces it can take.
So instead of using a game engine to create animated sequences which people are starting to do. And I've seen some amazing realtime GI animations, You just grab Houdini, Animation Software, and render out your real time sequences provided the Viewport is capable of doing what game engines like Unity or Unreal and many more are doing.
But game engine interfaces, at least the ones I've messed around with, don't really have the ergonomics for animation. Not saying they can't do it, just don't usually flow right.
They tried this in Maya years ago, but the GPU technology wasn't ready. Now it is.
That's my 2 cents, because that is the future of CGI!
Anyways, that's just off the top of my head
You want my input? lol
ok, Mantra should be CPU/GPU renderer. I am using redshift, and I love it! but, things always work better when Native, and less bloatware.
Also, this is very important. The viewport should support soft shadows, VXGI real time global illumination, atmospherics, particles
And have the ability to, instead of heavy rendering, capture realtime frame grabs, like you would a photorealistic game engines.
In other words, You should set up your animation sequence, and render off the viewport display like you would a game engine because I am guessing with where technology is at, in about 6 years. People are going to be doing a lot less rendering due to the fact that Game Engine technology with GI capabilities is now starting to get close to render quality. Minus the amount of GI bounces it can take.
So instead of using a game engine to create animated sequences which people are starting to do. And I've seen some amazing realtime GI animations, You just grab Houdini, Animation Software, and render out your real time sequences provided the Viewport is capable of doing what game engines like Unity or Unreal and many more are doing.
But game engine interfaces, at least the ones I've messed around with, don't really have the ergonomics for animation. Not saying they can't do it, just don't usually flow right.
They tried this in Maya years ago, but the GPU technology wasn't ready. Now it is.
That's my 2 cents, because that is the future of CGI!
Anyways, that's just off the top of my head
Houdini Learning Materials » Auto rig using multiple objects
- vertigo262
- 55 posts
- Offline
Oh man, that sucks. The Autorig worked really well. Especially with the skinning envolopes. I didn't even have to edit them.
Trying to export the rig in an FBX and bring it into another package didn't work all to well, although that could possibly be my settings on import/export
Hopefully there will be future functionality for this.
Looking forward to being able to do that in Houdini!
Trying to export the rig in an FBX and bring it into another package didn't work all to well, although that could possibly be my settings on import/export
Hopefully there will be future functionality for this.
Looking forward to being able to do that in Houdini!
Houdini Learning Materials » Auto rig using multiple objects
- vertigo262
- 55 posts
- Offline
I am trying to figure out how to associate motion capture to the auto rig.
Is there a module for this, or perhaps anyone know of any documentation to do this for the new auto rig features?
Is there a module for this, or perhaps anyone know of any documentation to do this for the new auto rig features?
Houdini Learning Materials » Auto rig using multiple objects
- vertigo262
- 55 posts
- Offline
Houdini Learning Materials » Auto rig using multiple objects
- vertigo262
- 55 posts
- Offline
Oh yes, that worked for obj. I think I tried file merge, but not merge.
Also, the next question is. I am importing an FBX which brings the goemetry into Houdini and is not file based.
I noticed when I call a single FBX file from the autorig wizard, the path to the selected geometry object is opdef:../..?geo_skin.bgeo
Not referencing the object I want to select or change
But how would I call the the multiple geomtry or have multiple file node call to different geometry within houdini and not file level?
Is this possible?
The other thing I just thought about and am trying to figure out is that when assigning a material to the auto rigged geometry, it appears that the material is assigned to
geo_skin
which means that there is one meterial for multiple objects in this case. So I am assuming an single obj with multiple objects there is probably a way to use different channels in one material.
But for multiple obects, how would you assign multiple materials so that different objects have different materials.
Also, the next question is. I am importing an FBX which brings the goemetry into Houdini and is not file based.
I noticed when I call a single FBX file from the autorig wizard, the path to the selected geometry object is opdef:../..?geo_skin.bgeo
Not referencing the object I want to select or change
But how would I call the the multiple geomtry or have multiple file node call to different geometry within houdini and not file level?
Is this possible?
The other thing I just thought about and am trying to figure out is that when assigning a material to the auto rigged geometry, it appears that the material is assigned to
geo_skin
which means that there is one meterial for multiple objects in this case. So I am assuming an single obj with multiple objects there is probably a way to use different channels in one material.
But for multiple obects, how would you assign multiple materials so that different objects have different materials.
Edited by vertigo262 - 2017年5月8日 14:47:13
Houdini Learning Materials » Auto rig using multiple objects
- vertigo262
- 55 posts
- Offline
Hi,
I am messing around with the new auto rig feature, and have figured most of it out. But the one thing I noticed is, I am importing a FBX file with multiple objects in. And need to skin them all, then attach the auto rig.
When selccting the subnet with all the objects, it is not happy.
If I use an OBJ, it works fine as one object.
The autorig seems to only want to associate with one geo object. Is there a way to skin and or attach multiple objects to the GeoFile?
Or put the objects in container to associate with?
I am messing around with the new auto rig feature, and have figured most of it out. But the one thing I noticed is, I am importing a FBX file with multiple objects in. And need to skin them all, then attach the auto rig.
When selccting the subnet with all the objects, it is not happy.
If I use an OBJ, it works fine as one object.
The autorig seems to only want to associate with one geo object. Is there a way to skin and or attach multiple objects to the GeoFile?
Or put the objects in container to associate with?
Houdini Learning Materials » Animating Unified Noise Values
- vertigo262
- 55 posts
- Offline
I am trying to keyframe the offset and frequency settings in unified noise. When I change the value without setting a keyframe, it changes in the viewport display. But once I add keyframes and change the values across the timeline. For exmple, animated between 0 - 100 frames, they seem to be animated in the values but
do not update with the slider in the viewport and work. Nor does the offset change if a preview is rendered, yet the values are changing in the fields.
I am confused what I am missing.
Any help Appreciated.
do not update with the slider in the viewport and work. Nor does the offset change if a preview is rendered, yet the values are changing in the fields.
I am confused what I am missing.
Any help Appreciated.
Edited by vertigo262 - 2016年12月18日 19:37:48
Houdini Learning Materials » Previewing VDB from polygon and Unified Noise
- vertigo262
- 55 posts
- Offline
Houdini Learning Materials » Previewing VDB from polygon and Unified Noise
- vertigo262
- 55 posts
- Offline
I have s scene with a box converted to VDB fog and I assigned some noise to it.
I want to animate the phase, which I guess is the offset in this case, but I am wondering if there is a way to previze the vdb fog at a low res with the noise to see the animation before render and not using much resources?
I want to animate the phase, which I guess is the offset in this case, but I am wondering if there is a way to previze the vdb fog at a low res with the noise to see the animation before render and not using much resources?
Houdini Learning Materials » Configuring Renderman for Houdini
- vertigo262
- 55 posts
- Offline
Interesting. Figured it out. I originally installed the files with the downloader, and then copied the downloader to another computer. and installed it. But by doing that, it messed up the NC license file.
Once I redownloaded a new installer off their webstie, and installed it, it worked fine
I think
Once I redownloaded a new installer off their webstie, and installed it, it worked fine
I think
Edited by vertigo262 - 2016年11月17日 02:32:32
Houdini Learning Materials » Configuring Renderman for Houdini
- vertigo262
- 55 posts
- Offline
Oddly enough. I tried Renderman 21 on another computer. the one I could not get 20 working on and it doesn't work.
but what is weird is the config is identical to the other computer.
Not sure what is going on, I checked folder perms, but the issue. Very strange
but what is weird is the config is identical to the other computer.
Not sure what is going on, I checked folder perms, but the issue. Very strange
Houdini Learning Materials » Configuring Renderman for Houdini
- vertigo262
- 55 posts
- Offline
Houdini Learning Materials » Render to disk with Frame buffer
- vertigo262
- 55 posts
- Offline
Is there a way to render a sequence to disk and also view the frame buffer like most renderers. Or render to Mplay and save each frame to disk when each one finishes?
I know you can render to Mplay and save afterwards, but the reason I ask is so I can see the progress, and in case of computer crashes during rendering.
I know you can render to Mplay and save afterwards, but the reason I ask is so I can see the progress, and in case of computer crashes during rendering.
-
- Quick Links