Day 13 - Shape Match
Submission:
Screenshot:
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MARDINI Daily Art Challenge 2022 » Day 13 Image | Vellum | Shape Match
- wolskikrzys
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MARDINI Daily Art Challenge 2022 » Day 12 Image | Vellum | Tet Softbody
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 11 Image | Vellum | Fluid
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 10 Animation | Vellum | Grains
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 9 Animation | Vellum | Hair
- wolskikrzys
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Day 9 - Hair
Gorgon's head
Submission:
Screenshot:
Gorgon's head
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月9日 19:19:51
MARDINI Daily Art Challenge 2022 » Day 8 Animation | Vellum | Balloon
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 7 Image | Vellum | Cloth
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 6 Animation | Geometry | Match Size
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » Day 5 Image | Geometry | TopoBuild
- wolskikrzys
- 53 posts
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MARDINI Daily Art Challenge 2022 » WELCOME & RULES
- wolskikrzys
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Hey, I am sorry for asking so many questions, but I wanted to be sure that I obey the rules.
One of the points on the main Mardini webpage is: 'Entries that clearly infringe on the copyrights of another company will be disqualified'.
Does making a fanart is an infringement? Let's say I would like to model a character or object from a game/movie or so? Is it allowed?
One of the points on the main Mardini webpage is: 'Entries that clearly infringe on the copyrights of another company will be disqualified'.
Does making a fanart is an infringement? Let's say I would like to model a character or object from a game/movie or so? Is it allowed?
Edited by wolskikrzys - 2022年3月5日 06:10:55
MARDINI Daily Art Challenge 2022 » Day 4 Image | Geometry | Sweep
- wolskikrzys
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MARDINI Daily Art Challenge 2022 » WELCOME & RULES
- wolskikrzys
- 53 posts
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I have one more question, is it allowed to reuse some assets from week one later on in the following weeks?
MARDINI Daily Art Challenge 2022 » Day 3 Image | Geometry | Copy to Points
- wolskikrzys
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Day3 - Copy To Points
Submission:
Screenshot:
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月3日 03:39:18
MARDINI Daily Art Challenge 2022 » WELCOME & RULES
- wolskikrzys
- 53 posts
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Can we use skeletal animation clips from others sources, or shall they be all done from scratch in Houdini?
MARDINI Daily Art Challenge 2022 » Day 2 Image | Geometry | Revolve
- wolskikrzys
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Day2 - Revolve.
Rendered with Karma GPU.
Submission:
Screenshot:
Rendered with Karma GPU.
Submission:
Screenshot:
Edited by wolskikrzys - 2022年3月2日 05:40:21
MARDINI Daily Art Challenge 2022 » Day 1 Image | Geometry | Curve
- wolskikrzys
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Hey guys!
It is my first Mardini, I hope I will survive till the very end.
Good luck everyone!
And here's my Day 1 submission:
And here's the screenshot:
Unfortunately, the Apprentice version has limited resolution, so the wool details got washed out.
It is my first Mardini, I hope I will survive till the very end.
Good luck everyone!
And here's my Day 1 submission:
And here's the screenshot:
Unfortunately, the Apprentice version has limited resolution, so the wool details got washed out.
Edited by wolskikrzys - 2022年3月1日 12:40:39
MARDINI Daily Art Challenge 2022 » WELCOME & RULES
- wolskikrzys
- 53 posts
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Can we use test geometry (like pig head, rubber toy, 3dscan of Paul from SideFX labs) in the submissions?
Technical Discussion » Gimbal mode in Kinefx Rigpose
- wolskikrzys
- 53 posts
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Hey,
I wanted to create a rig and animate my character using kinefx.
It is a standard to use gimbal mode for animation and it works perfectly fine for bones on the object level.
When I try to use gimbal mode in kinefx rigpose node it doesn't work as expected:
1. Rotating one axis in gimbal mode shall modify the rotation values of the field for only this particular axis, yet all values are modified, which leads to horrible animation curves.
2. When you make a gimbal lock for a parent joint the child's joint inherits exactly the same transformation gizmo in gimbal mode, which is very confusing.
3. When creating joints with a skeleton node it seems like child joints' local transforms are not zeroed out, which again is super confusing as you do not have full freedom of movement for freshly created joints.
Am I missing something here? Perhaps I shouldn't use gimbal mode with kinefx? But then how shall I animate my skeleton having full control over it and not having some random flipping issues?
None of the above mentioned issues happen in object-level rigs.
If anyone has some answers on how to use kinefx for manual animation (not retargeting) I will be glad to learn about it.
I wanted to create a rig and animate my character using kinefx.
It is a standard to use gimbal mode for animation and it works perfectly fine for bones on the object level.
When I try to use gimbal mode in kinefx rigpose node it doesn't work as expected:
1. Rotating one axis in gimbal mode shall modify the rotation values of the field for only this particular axis, yet all values are modified, which leads to horrible animation curves.
2. When you make a gimbal lock for a parent joint the child's joint inherits exactly the same transformation gizmo in gimbal mode, which is very confusing.
3. When creating joints with a skeleton node it seems like child joints' local transforms are not zeroed out, which again is super confusing as you do not have full freedom of movement for freshly created joints.
Am I missing something here? Perhaps I shouldn't use gimbal mode with kinefx? But then how shall I animate my skeleton having full control over it and not having some random flipping issues?
None of the above mentioned issues happen in object-level rigs.
If anyone has some answers on how to use kinefx for manual animation (not retargeting) I will be glad to learn about it.
Edited by wolskikrzys - 2021年11月2日 15:10:12
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- wolskikrzys
- 53 posts
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Hey,
I have actually found an easier solution for disabling the visibility of the rigpose node within the HDA.
The only thing you need to do is to go to the node you want to disable, go to the settings tab, and create a new configuration in the 'Rig Visualizer' folder. Then you can deselect everything if you want it to disappear completely.
It seems like it's a new feature in Houdini 19.
I have actually found an easier solution for disabling the visibility of the rigpose node within the HDA.
The only thing you need to do is to go to the node you want to disable, go to the settings tab, and create a new configuration in the 'Rig Visualizer' folder. Then you can deselect everything if you want it to disappear completely.
It seems like it's a new feature in Houdini 19.
Edited by wolskikrzys - 2021年10月31日 19:42:36
Technical Discussion » Can't get hou.SimpleDrawable to display in SOP context.
- wolskikrzys
- 53 posts
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