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このレッスンでは、2足歩行キャラクタ、ファー・デュード(Fur Dude)のリギングとアニメーションを行い、 その後ファーを追加します。既存のジオメトリから始め、スケルトンを描画し、ジオメトリをキャプチャしてから、 アニメーションリグのリグコントロールを構築します。その後、ウォークサイクルのキーフレームを設定し、 サーフェスにファーを追加します。

のレッスンでは、Houdiniの新しいSOPベースのプロシージャルリギングツールKineFXを使用します。 主にリターゲットワークフローに使用するツールですが、キャラクタやクリーチャのリギングに使えるツールも 含まれています。ただし、ツールはどれも発展の過程にあります。このレッスンで体験していただくのは、現時点 で可能なことです。今後のリリースで、KineFXやアニメーションのワークフローはさらに拡張され、洗練されて いく予定です。

このレッスンへの研究は Marcia Utama によって行われ、その Fur Dude は Content Library にありますが、こちらはオブジェクトレベルでリギングが行われています。また Keith Acheson にオリジナルのFur Dude アニメーションの作成を感謝いたします。

CREATED BY

ROBERT MAGEE

Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for over 15 years. He has created lots of learning material and demos designed to help artists understand how going procedural with Houdini can benefit their work.

More from Robert Magee

コメント

  • harryabreu 3 ヶ月 前  | 

    Mr Robert your attention in any tutorial or explanation is very appreciated.
    In my opinion if Houdini become better to character animation MOCAP(motion capture) and animation by hand a lot and a lot of studios and professional will turn their heads to SideFX.
    Today we have only one big software for character animation and have a big guy like Houdini on the competition would be very interesting.
    I live in Brazil and SideFx give to us a great gift because I can buy Houdini Indie from Steam Store with a good price but I want to tell histories and I need some tool to show my vision to the world.
    I like the Houdini logic and the power... but when I think about character animation well...the true is right now I can't use Houdini
    Often I come here to the SideFx site to see any news about this topic.
    I became more happy with this tutorial.
    Any way thanks a lot.
    PS: I think so you and SideFx know about what I tried to tell here...but is good to remember :P from the point of user view.
    It is not a secret I love Houdini :)
    Let's go procedural, Yes... but character animation is good too :)

    • rmagee 3 ヶ月 前  | 

      Glad to hear you are having fun with KineFX - it is the beginning of the journey and there will be lots of enhancements and improvements going forward - This tutorial will hopefully help get people started.

  • BanksRick 2 ヶ月, 4 週間 前  | 

    Thank you so much for these Robert, an amazing series. KineFX is such a radical departure from the old-school rigging approach in Houdini it is frying my brain a bit. The deleting and blending of sections of the rig seems cumbersome and unintuitive to me at the moment - and I struggle with what / when / which bit to blend at any one time.

    I miss the Bones tool and a simple Add Kinematics button!

    Do you have any news on specific character rigging nodes upcoming you can share?

    In addition, as someone who teaches a character rigging module in Houdini would you recommend I move to teach KineFX rather than Bones or wait for future toolset updates?

    Thanks again, really enjoyed working thru this.

    • rmagee 2 ヶ月, 4 週間 前  | 

      As mentioned at the beginning of the lesson, KineFX is currently focused on motion editing and retargeting and the rigging workflows are still being developed. They will become more intuitive as these workflows are developed. The reason for this lesson was to dive in and see what workflows are there now - understanding where things stand today will help when the higher level tools are introduced later.

      Which tools are coming will be announced when the time is right ;-)

      It would probably make sense to Teach the Bones method and how to import those rigs into KineFX for retargeting - but still introduce KineFX rigging as the future.

  • niczoom 2 ヶ月, 3 週間 前  | 

    Really well explained. I began to better understand the deleting and blending the more you went over & over the same methods. Looking forward, as you mentioned above, to seeing new KineFX tools in Houdini 19 at some point.

  • SIgor420 2 ヶ月, 3 週間 前  | 

    Thanks for the tutorial, really cool little project. :)

  • GreggoryAddison 2 ヶ月, 2 週間 前  | 

    Hello! Loving the tutorial series so far, running into an issue when I click on my "OpDef" folder there are no directories in it. So I wasnt able to follow the step where you loaded the geo inside of the HDA into the file nodes. How can I fix this?

    • remlore 1 ヶ月, 1 週間 前  | 

      Hello Groggory! I'm having the same problem... the OpDef folder is empty when I try to reference in the files that would be in the sop folder. Did you find a solution as to what the problem was?

      Thanks!

  • rmagee 2 ヶ月, 2 週間 前  | 

    I encountered that one time testing out the lesson - Not sure why it happens. To get around the issue, just enter the expression directly:

    opdef:/Sop/fur_dude_capture_rig?furdude_capt.bgeo.sc

  • SWest 2 ヶ月, 2 週間 前  | 

    Keeping each step short as well as supplying the additional document really works for me. Your approach with many shorter steps make it easier to find time to finish yet another part, as well as for short breaks, and the supplemental text is useful for recalling what has been done. Thanks for a well organized tutorial.

    • rmagee 2 ヶ月, 1 週間 前  | 

      Glad to hear this was helpful for you - the combination of video and PDF is a bit more work but hopefully it is worth it.

  • JonBierman 2 ヶ月 前  | 

    I also had the same problem...

  • JonBierman 2 ヶ月 前  | 

    Unfortunately my reverse foot setup failed when rotating the ball joint, the foot mesh distorts and the joint remains in place instead of rising upwards as the ball rotates... I was very careful to follow the directions precisely, is it a possible bug?

  • Zhendong Xiao 1 ヶ月, 2 週間 前  | 

    Thank you very much for your tutorial, I completed it in three days, and it has been very rewarding. Whether it is kinefx, workflow and specifications, HDA production, these are closely arranged in the tutorial. You are very clever to use simple roles to demonstrate teaching, so that students can quickly get motivated in learning. I think if you use a human model to demonstrate, I may find it difficult to stick to it when hand binding. This lovely fur dude is not as complicated as human beings, but contains almost all binding methods about humans, IK, fk, lookat constraints, and skeletal symmetry. I was a little excited, I said too much, thank you for the excellent tutorial you brought us. I'm from China。I love Houdini, he has endless possibilities.

    • rmagee 1 ヶ月, 2 週間 前  | 

      I'm glad to hear that you enjoyed the lesson. It is certainly meant to be a "quickstart" that avoids some of the more time consuming aspects of rigging. The biharmonic capturing does do a nice job of fingers though so it isn't too difficult with Houdini.

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