lisae
lisae
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Modifying an autorig Sept. 17, 2008, 11:02 a.m.
Thanks for your help, mrCatfish. I previously thought that if I enabled editing of contents at the top node of the rig, it would allow me to edit everything inside. I didn't realise each part of the rig was a DA as well.
I actually spent some time today browsing through the Python autorig utils and it gave me a better sense of how it works. Once I realised that all the parts were also DAs, I tried unlocking them (in the autorig, not the animation rig) and deleting some things I don't need - eg. the extra bones in the tail and the extra toes. But then when I tried to create the animation rig it didn't complete the whole process. From some experiments, it gets to the shortened tail and then stops. Is the number of bones in the tail hard coded somehow?
So then I tried working with the animation rig instead, and it seems as though I might have some success if I delete bones from that instead. But I haven't checked what kind of effect that has on the deformation rig.
I'm still leaning towards creating my own rig, but I would also like to understand the autorig better and work out how I can customise it. I would love to make a modified version of it that allows me to choose the number of bones in the tail, spine and neck, the number of toes, and also the number of head attachments I can have (like the “ponytails” you get in Character studio) to use with ears, elephant trunk, etc. I think that would be a big project, but it would be a nice way to learn more about Houdini.
I have also been frustrated by the lack of control over the curve of the neck bones. The neck needs tangent handles like the spine. And the head and jaw control in my horse's animation rig were not aligned to the head and jaw of my horse because there is not enough information in the placement of those nodes. Those are more subtle improvements, but I think they need to be made.
Edited to add: Oh, and I did manage to parent some nulls to the head bone during my last set of experiments
I actually spent some time today browsing through the Python autorig utils and it gave me a better sense of how it works. Once I realised that all the parts were also DAs, I tried unlocking them (in the autorig, not the animation rig) and deleting some things I don't need - eg. the extra bones in the tail and the extra toes. But then when I tried to create the animation rig it didn't complete the whole process. From some experiments, it gets to the shortened tail and then stops. Is the number of bones in the tail hard coded somehow?
So then I tried working with the animation rig instead, and it seems as though I might have some success if I delete bones from that instead. But I haven't checked what kind of effect that has on the deformation rig.
I'm still leaning towards creating my own rig, but I would also like to understand the autorig better and work out how I can customise it. I would love to make a modified version of it that allows me to choose the number of bones in the tail, spine and neck, the number of toes, and also the number of head attachments I can have (like the “ponytails” you get in Character studio) to use with ears, elephant trunk, etc. I think that would be a big project, but it would be a nice way to learn more about Houdini.
I have also been frustrated by the lack of control over the curve of the neck bones. The neck needs tangent handles like the spine. And the head and jaw control in my horse's animation rig were not aligned to the head and jaw of my horse because there is not enough information in the placement of those nodes. Those are more subtle improvements, but I think they need to be made.
Edited to add: Oh, and I did manage to parent some nulls to the head bone during my last set of experiments
Modifying an autorig Sept. 16, 2008, 7:03 a.m.
Last night I tried to parent some nulls to the head so I could add ears. But the only part of the rig I could get any kind of access to was the head controller, and when I parented the ears to that they didn't follow the motion of the head properly. Obviously I would have to go deeper into the rig to do this, but levels beneath that seemed completely locked off and I couldn't find an option to unlock them.
Also, even though I deleted the toes from the autorig, after I generated the animation rig, I found that the toes have reappeared in the autorig if I go back to it. So they're not really delete-able.
It seems as though the quadruped autorig is only useful for a cat or dog character with no ears and a long tail. It doesn't seem general enough for all quadruped characters. Instead of saving time, it actually seems to be chewing up a lot of time trying to work out what I can do with it.
I'm going to follow some older tutorials and build a rig from bones.
Also, even though I deleted the toes from the autorig, after I generated the animation rig, I found that the toes have reappeared in the autorig if I go back to it. So they're not really delete-able.
It seems as though the quadruped autorig is only useful for a cat or dog character with no ears and a long tail. It doesn't seem general enough for all quadruped characters. Instead of saving time, it actually seems to be chewing up a lot of time trying to work out what I can do with it.
I'm going to follow some older tutorials and build a rig from bones.
Modifying an autorig Sept. 15, 2008, 7:43 a.m.
Thanks! I'll give it a try.
Would the same thing work for creating a kind of a single custom toe for each hoof? They really need 3 joints from fetlock to hoof (inclusive), which curl together like a finger.
I guess I can experiment with it anyway.
Would the same thing work for creating a kind of a single custom toe for each hoof? They really need 3 joints from fetlock to hoof (inclusive), which curl together like a finger.
I guess I can experiment with it anyway.