Request for Mechanical Rigging Tutorial Series

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I'd like mech rigging tuts too! In the interim look at this post, nice example of a robot arm that works well after a minor tweak:

https://www.sidefx.com/forum/topic/86702/ [www.sidefx.com]
http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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SideFX did add support for rigid rigs into the KineFX system, it was explained in one of the recent KineFX Masterclasses I believe.

If I recall correctly, if the binding has only a single weight (to a packed prim for example), then it is evaluated as a rigid binding - and no deform calculation is attempted when the rig articulates.

…I think that meets my needs (along with the other KineFX improvements that where made)

Now! - the fiasco that is limb detachment and the high tech. hurdle of moving the Rig into Crowds…that still needs some loving.
Edited by TwinSnakes007 - 2022年10月5日 07:03:58
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To be honest, I’ve spent a good number of months doing R&D on an alternative (rigid binding + limb detachment + real-time physics) in NVidia Omniverse.

I shouldn’t say an alternative, more like a handoff - setup everything in Houdini + Animation, then hand that off to Omniverse where it’s real-time physics includes allowing forces to break joints (limb detachment).
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I'd like mech rigging tuts too! In the interim look at this post, nice example of a robot arm that works well after a minor tweak:
https://www.sidefx.com/forum/topic/86702/ [www.sidefx.com]


Thanks Matt - that's a very useful example, and one I'll certainly review.
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To be honest, I’ve spent a good number of months doing R&D on an alternative (rigid binding + limb detachment + real-time physics) in NVidia Omniverse.

I shouldn’t say an alternative, more like a handoff - setup everything in Houdini + Animation, then hand that off to Omniverse where it’s real-time physics includes allowing forces to break joints (limb detachment).

This sounds very interessting to me. Do you have a youtube or patreon where you show off some of these R&D?
regards, philipp
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https://bereg.gumroad.com/l/chopnet [bereg.gumroad.com] here u go,The complete one out there ... If u dont have any money to buy that one sure message me i can send Workflow of Mine ...ty
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TwinSnakes007
To be honest, I’ve spent a good number of months doing R&D on an alternative (rigid binding + limb detachment + real-time physics) in NVidia Omniverse.

I shouldn’t say an alternative, more like a handoff - setup everything in Houdini + Animation, then hand that off to Omniverse where it’s real-time physics includes allowing forces to break joints (limb detachment).

This sounds very interessting to me. Do you have a youtube or patreon where you show off some of these R&D?
regards, philipp

We're still in the planning/design phase(s) on this project. Kudos to SideFX Support, we worked together over the past few weeks to get Houdini to output the data in the required format for downstream consumption - so that task is complete and validated as of yesterday (01/08/2023).

Now, we move onto setting up the Omniverse side of things - where the real fun begins.

I've also been working with the Physics/Simulation team at Omniverse, such that, when this workflow is complete, it can be scaled up into the thousands/millions of "agents" at the same time on screen, with realtime physics. That's alot of data that needs to be moved around - so, that part of the workflow is still in its early stages. What I'm describing here is, the underlying technology is already there and tested and validated for the entire workflow for a single "agent" - but, what needs to still happen is, optimizing the workflow for scale.

To answer your question - Yes, there "will" be community/social engagement on the final solution.
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