calin casian
calincasian
About Me
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CG Supervisor
INDUSTRY
Film/TV
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LOCATION
United States
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Recent Forum Posts
KineFx-Mixamo rigs with mocap Feb. 1, 2022, 1:38 a.m.
Hey,
I have this issue where I'm using a mixamo fbx and try to apply custom mocap. I know I can have an fullbody IK solver however I think I should just be able to apply the FK animation from one skeleton to another yet I failed at it.
I tried FK transfer since they both share the same bone names and hierarchy and I don't see any change which makes me think I did something wrong.
I did notice that bone axis are quite different between the two rest poses, see below. The blue skeleton comes from my mixamo character and the white one is the custom mocap.
Has anybody done something like this?
cheers
calin
I have this issue where I'm using a mixamo fbx and try to apply custom mocap. I know I can have an fullbody IK solver however I think I should just be able to apply the FK animation from one skeleton to another yet I failed at it.
I tried FK transfer since they both share the same bone names and hierarchy and I don't see any change which makes me think I did something wrong.
I did notice that bone axis are quite different between the two rest poses, see below. The blue skeleton comes from my mixamo character and the white one is the custom mocap.
Has anybody done something like this?
cheers
calin
Is there a way to test for file path existence Oct. 16, 2021, 1:17 a.m.
tamtecalincasianTOPs use Python, where its easy to test for file existence
I have all the components needed as attributes however I can't find the "attribute wrangler" of tops.
you can use Python Script TOP of Filter By Expression TOP for per workitem scripts, or Python Processor TOP for more complex logic
Thanks Tomas, I'll give that a try.
cheers
calin
Is there a way to test for file path existence Oct. 15, 2021, 4:52 p.m.
Hey there,
I'm trying to build a PDG network to convert textures however I'm having a bit of trouble on testing if the output file already exists. I'd like to do that so that only new textures are converted and the old ones are skipped.
I have all the components needed as attributes however I can't find the "attribute wrangler" of tops.
cheers
calin
I'm trying to build a PDG network to convert textures however I'm having a bit of trouble on testing if the output file already exists. I'd like to do that so that only new textures are converted and the old ones are skipped.
I have all the components needed as attributes however I can't find the "attribute wrangler" of tops.
cheers
calin