the first issue is that the ‘geo_skin’ node's selection flag is OFF - this will prevent selecting points, you should turn this back on.
when manually adding bones you must only add the bones you want to use as source bones to the From field
and only add bones you want to use as the destination to the To field
eg:
From : “Head_Head_bone/cregion 0”, “L_Arm_clavicle/cregion 0”
To : “Head_Head_bone/cregion 0”, “R_Arm_clavicle/cregion 0”
Note that in this example the head in is both fields - you'll want and bones in the middle to be in both fields
“L_Arm_clavicle/cregion 0” is in the From field
“R_Arm_clavicle/cregion 0” is in the To field
this will take the weights from the Left and send them to the Right.
hope that helps
this tutorial was just published if you haven't seen it yet:
https://www.sidefx.com/tutorials/rigging-series-2-capturing-geometry/ [www.sidefx.com]
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Technical Discussion » Mirror Capture Weights
- goldfarb
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Houdini Indie and Apprentice » Grow and Shrink selection on Edit Capture Weights
- goldfarb
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Technical Discussion » copy node, connect distance with scale
- goldfarb
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I'm not sure I understand what you're trying to do…
if you copy to points and scale - each copy will be scaled - in your case smaller than the one before
this means that the distance between the boxes will change
can you do a quick sketch of what you want the final result to look like?
if you copy to points and scale - each copy will be scaled - in your case smaller than the one before
this means that the distance between the boxes will change
can you do a quick sketch of what you want the final result to look like?
Technical Discussion » Procedural modular walls?
- goldfarb
- 3455 posts
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check out this YouTube channel: Cinematography Database [www.youtube.com]
for the last couple of weeks he's been building all sort of procedural things - lots of good learning
for the last couple of weeks he's been building all sort of procedural things - lots of good learning
Technical Discussion » Auto-rig weirdness?
- goldfarb
- 3455 posts
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this issue has been fixed in version 18.0.314, you can find this in the Daily Builds section of the downloads page.
Technical Discussion » Auto-rig weirdness?
- goldfarb
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Technical Discussion » Auto-rig weirdness?
- goldfarb
- 3455 posts
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Houdini Indie and Apprentice » 3D grid (so, also in Y axis) possible?
- goldfarb
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if you are referring to the Construction Plane then you can orient it in any way you'd like
https://www.sidefx.com/docs/houdini/model/aids.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/model/aids.html [www.sidefx.com]
Technical Discussion » Help with Python script
- goldfarb
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haven't tested your script but it looks like you have a list of all the geo nodes -> alembic_nodes
the object_merge takes paths of operators
so for each node in your alembic_nodes list
get the path
append that path to a string
then set the objpath1 parm to that string…
HTH
the object_merge takes paths of operators
so for each node in your alembic_nodes list
get the path
append that path to a string
then set the objpath1 parm to that string…
HTH
Houdini Lounge » About sidefx-labs
- goldfarb
- 3455 posts
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pu
hey guys is there any official forum/page where I can ask for improvements over houdini lab?
you can use the regular support page:
https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Technical Discussion » Exposing buttons in HDA
- goldfarb
- 3455 posts
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you can add a parameter from a node to your HDA using the From Nodes tab in the Type Properties
Technical Discussion » Houdini 18: Karma Render Example wanted
- goldfarb
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Houdini Lounge » RizomUV Node - Where is it?
- goldfarb
- 3455 posts
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it's part of the Labs tools:
https://www.sidefx.com/products/sidefx-labs/sidefx-labs-tools/ [www.sidefx.com]
https://www.sidefx.com/products/sidefx-labs/sidefx-labs-tools/ [www.sidefx.com]
Technical Discussion » Scaling geometry and camera issue
- goldfarb
- 3455 posts
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geometry missing from the file…
one thing that is commonly done in this situation is to create a null at the origin, parent everything to it, then use Uniform Scale on the null.
one thing that is commonly done in this situation is to create a null at the origin, parent everything to it, then use Uniform Scale on the null.
Technical Discussion » Autorig (IK controllers position change)
- goldfarb
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not sure - if you blend between IK and FK at frame 1 for the left hand you'll see that in FK the bones are in the same position as the right side…
I made a new HDA based on the one in the file and it comes out just fine…so you may have made a change in the rig somewhere
when I use Match Definition to return your rig to it's saved state the IK/FK blend on the Left Arm doesn't seem to work.
I made a new HDA based on the one in the file and it comes out just fine…so you may have made a change in the rig somewhere
when I use Match Definition to return your rig to it's saved state the IK/FK blend on the Left Arm doesn't seem to work.
Technical Discussion » How to check if node is camera or light with python
- goldfarb
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you should find the type of node then based on that do something…
so if it's an HDA of type mySpecialCam then do something etc
so if it's an HDA of type mySpecialCam then do something etc
Technical Discussion » How to check if node is camera or light with python
- goldfarb
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>>> node = hou.node('/obj/somenode')
>>> print node.type()
<hou.NodeType for Object cam>
>>> print node.type()
<hou.NodeType for Object cam>
Technical Discussion » Autorig (IK controllers position change)
- goldfarb
- 3455 posts
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it looks like they are being rotated around as you animate
if I turn off all the controls except for the left foot IK control
and then step through the animation from frame 140-160 I can see that the control is rotating but the foot/leg isn't - so they get a different orientation.
I think I can change the controls in a future update so that you'll see this happening.
for now open this file and go into the geo node
copy the SOPs that are there and then paste them into your L_Foot_footroot etc controls
if I turn off all the controls except for the left foot IK control
and then step through the animation from frame 140-160 I can see that the control is rotating but the foot/leg isn't - so they get a different orientation.
I think I can change the controls in a future update so that you'll see this happening.
for now open this file and go into the geo node
copy the SOPs that are there and then paste them into your L_Foot_footroot etc controls
Edited by goldfarb - 2019年11月19日 16:55:46
Technical Discussion » Trying to move a camera according to some coordinate
- goldfarb
- 3455 posts
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Technical Discussion » Capture geometry
- goldfarb
- 3455 posts
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yes, this is correct…
whenever you make a change above the Stash SOP you must click ‘Stash Input’ to update it.
after that you should have you capture
whenever you make a change above the Stash SOP you must click ‘Stash Input’ to update it.
after that you should have you capture
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