Guillaume Laferriere
Guillaume
About Me
専門知識
Developer
業界:
Film/TV
Connect
LOCATION
Canada
ウェブサイト
Houdini Engine
Availability
Not Specified
My Badges
SideFX Staff
Since 4月 2014
My Gallery
チュートリアル
Recent Forum Posts
APEX | Motion Mixer and Metahuman Face Animations 2026年4月20日14:13
The APEX abstract controls aren't currently supported in H21. It's a known limitation, but your post reminded us to make sure the Metahuman human face rig works in the Motion Mixer in the next Houdini version.
Extract controls skeleton from animated character. 2025年6月2日10:27
Give it a try with this scene.
You need to access the control_data output of the rig in order to extract the animated transform values.
I'm using a wrangle to get the xform output values of each TransformObject from the @parms dict detail attribute and stamp it to each point transform. If you inspect the geometry spreadsheet of the invoke_get_animated_control_parms node, you'll also notice you have access to the other output port values of the TransformObject nodes.
You need to access the control_data output of the rig in order to extract the animated transform values.
I'm using a wrangle to get the xform output values of each TransformObject from the @parms dict detail attribute and stamp it to each point transform. If you inspect the geometry spreadsheet of the invoke_get_animated_control_parms node, you'll also notice you have access to the other output port values of the TransformObject nodes.
Is there a straightforward way to view channel primitives? 2024年9月11日17:20
Look for hou.ChannelList.addGeometryChannels() in the hom documentation. It allows you to put the channel in the animation editor.
You’ll also need to call hou.playbar.setChannelList().
You’ll also need to call hou.playbar.setChannelList().