bentway23
bentway23
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Augmenting FBX animation using KineFX (and CHOPs?) March 2, 2026, 9:34 p.m.
I'm still digging around in KineFX but have yet to stumble across how to do this--I have an animated FBX, and I would like to make the animation "looser"/more exaggerated. Secondary Motion doesn't do it because I'm trying to modify the primary motion. I feel like CHOPs might be the answer--I think a spring CHOP would do a lot of what I'm looking for (if the .fbx animation throws his arm a little I want him to throw it a lot--to flail!). I've just yet to find a way to get my motion clip into CHOPs. I'm having some early promising RND results just animating a "rigged" line using rig pose and applying a spring CHOP to individual joints, but I've not yet figured how to get that to happen with the .fbx's animation. (I've also tried transforming the motion trail after a motion clip extract, but didn't have luck there.)
Any pointers are appreciated, and I'm happy to go through an hour long KineFX class if the answer is five minutes in the middle--I'm still learning KineFX and am happy to be taught how to fish.
Thanks!
ADDENDUM: I had another thought that might be possible, but I'm not sure how to implement it--since joint movement is all rotation, I can calculate angular velocity using the point velocity node and then multiply that in a wrangle, but I'm not sure how I would then apply that back to the joints. A solver, perhaps?
Any pointers are appreciated, and I'm happy to go through an hour long KineFX class if the answer is five minutes in the middle--I'm still learning KineFX and am happy to be taught how to fish.
Thanks!
ADDENDUM: I had another thought that might be possible, but I'm not sure how to implement it--since joint movement is all rotation, I can calculate angular velocity using the point velocity node and then multiply that in a wrangle, but I'm not sure how I would then apply that back to the joints. A solver, perhaps?
Point deforming hires geo onto emitted vellum objects Feb. 22, 2026, 11:39 a.m.
I'm doing the whole emit-vellum-objects-and-then-point-deform-the-hires-even-though-because-it-was-emitted-it's-not-a-simple-plug-and-play thing. I've done this before but have completely brainfarted how I did it and Frankensteining a few different tutorials is giving me something weird. I'm not doing variants, it's just one object, but the number emitted per frame varies. If anyone can help point out the Stupid Wrong Thing I'm Doing here it would be greatly appreciated. I'm guessing it's a packing and/or naming thing along the way. (Also, I noticed that the solver sop double up the instances on the first frame.)
How to activate the brakes on RBD car rig? Feb. 16, 2026, 5:07 p.m.
In case anyone else in the world ever needs this, I found the answer--"targetw" has to be included in the constraint attributes to be overridden.