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Houdini Engine
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プロシージャルワークフロー | キャラクタ & アニメーション | Animation
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Recent Forum Posts
Building a Procedural Curve-Driven Lip Rig with Dynamic Weld 2026年4月17日23:23
jujoje
Wouldn't claim to be an expert in any way shape or form, but, off the top of my head:
- The component or rig::ControlSpline / rig::SampleSplineTransforms nodes should be able to get you a lot of the way there in terms of driving your joints with a curve.
- Procedural density should be doable (in the graph construction not the animate state). You're still going to have to do the weights though.
- For closing the mouth sop::fuse should work pretty well for basic things. Just put it after the bone deformation and set it to pick up a group on the geometry to fuse. You might want some fancier logic to blend it in, but should give you a start.
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Big brother, you are a very great person, please accept my highest respect for you.
Also, could you share your document with everyone?
Thank you.
Is it possible to drive an animation with a control? 2026年4月12日12:43
william_harleyIf it's an arm, and the lower part has fingers, that would be too complicated, right?
Hi, This is a little more advanced. But you can use channel prims to drive the animation.
Is there a simpler way?