Is anyone having trouble with the skinning (deform_rig) in the Quadraped or biped autorig? I think I may have the solution. If you dive inside the skin node, and click on the mirror group/edit tab, then the convert tab, the convert from should be set from primitives to points, not the other way round, as it is by default. The later mirror_capture_weights uses points, not primitives, so it throws up an error.
It might be a corrupt preferences file, but I rebuilt it and it still does it wrong.
Trouble with autorig?
4850 10 3- ctedin
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- ever4nuke
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- jordibares
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True, this is really bugging me every single time.
Not only that, there are some inconsistencies on display and selectability also on the various “modules” arms, spine, etc…
Plus I miss on the interface some character key framing tools…
I will report this of course in the bug reporting.
I would suggest SESI to do some serious documentation on the character rigging side of it, it is really navigating in the dark
Not only that, there are some inconsistencies on display and selectability also on the various “modules” arms, spine, etc…
Plus I miss on the interface some character key framing tools…
I will report this of course in the bug reporting.
I would suggest SESI to do some serious documentation on the character rigging side of it, it is really navigating in the dark
- ever4nuke
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Hey guys, here's what i do to get around this hurdle:
Create the rig as usual and then hit the Create/Mod/Match button, 2 nodes will be created, the anim rig and the deform rig, refresh imports and match the definitions on the anim rig - do some test animations on your proxy rig - perfect!
On the deform rig(painting weights), refresh the inputs, as usual but do not match the definitions(this will keep the digital asset open for edit); when you drill down into the skin node -> mirror_group(where the error is) change the Edit - Convert - Convert from Primitives to Points from the default, this will correct the errors and you can continue painting weight - if you want you can match the definitions(to lock the digital asset)
Thank you
Create the rig as usual and then hit the Create/Mod/Match button, 2 nodes will be created, the anim rig and the deform rig, refresh imports and match the definitions on the anim rig - do some test animations on your proxy rig - perfect!
On the deform rig(painting weights), refresh the inputs, as usual but do not match the definitions(this will keep the digital asset open for edit); when you drill down into the skin node -> mirror_group(where the error is) change the Edit - Convert - Convert from Primitives to Points from the default, this will correct the errors and you can continue painting weight - if you want you can match the definitions(to lock the digital asset)
Thank you
- Cigoler
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I'm struggling with this problem myself, is there any definitive documentation on how to avoid the problem in H14? I tried following the above instructions but I still have errors or only half a deformation model showing up. I'm just trying to rig a simple biped but it's taking forever. It would have been done in Maya/Max long before now.
- goldfarb
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- Cigoler
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- ctedin
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- Cigoler
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Awesome, it's working now.
It's not very noob friendly though - had to follow this guide to do a lot of very un-obvious stuff; http://www.sidefx.com/docs/houdini14.0/character/biped [sidefx.com]
…but it works. Phew. Thanks.
It's not very noob friendly though - had to follow this guide to do a lot of very un-obvious stuff; http://www.sidefx.com/docs/houdini14.0/character/biped [sidefx.com]
…but it works. Phew. Thanks.
- pelos
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- eldos
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