Marc Albrecht


About Me



My Tutorials

obj-image Quick Tips
Quicktip: Tearing Cloth Setup
obj-image Quick Tips
Using the Treeview for Rigging
obj-image Beginner
Walkthrough: Cloth Sim for a Movie Shot
obj-image Quick Tips
Getting Weightmaps into H16
obj-image Quick Tips
Wind for Cloth Sims in H16
obj-image Quick Tips
Adding a Flipbook Framecounter

Recent Forum Posts

how to add blendshapes from fbx to Autorig captured character? Aug. 10, 2019, 9:56 a.m.

I use the rig from the DAZ FBX import, convert it to a Houdini rig (bones instead of joints) and recapture. This is much faster (a few seconds for conversion through a script) and usually doesn't need any manual adjustments (like for the Autorig), so I apologize for being unable to help with the Autorig.

I cannot open or create sample scene files (I'm working). In general, the idea is: If you “rig” a geometry (a mesh), at the end you apply a deformer that defines all the points' positions at render time (or call it “final”). Somewhere before that final stage you want to apply the morphs (blend shapes), which are simply defined offsets for points, relative to their original position.
You need to make sure that the applied offsets either get captured by applying the morph before the capture process (slow), which basically means “edit the mesh before it gets captured” (bad) OR you apply the offsets after capturing has been done (even if you have to “recreate” the morphs converting them into native Houdini “morphs” - I am not familiar with Houdini's terminology, sorry, I'm using too many different tools).
What I would to in order to understand what's happening, is: Take the rigged, deformable “final” mesh and manually apply a “morph deformer” / blend-shape / whatever. Understand HOW that works and how you can control it. Once you understood how you can use/animate a morph in Houdini, it's straight forward to extract the offset-information from the node shown above and (if necessary) put it into a VEX node (or convert the weightmap/pointlist from the input nodes and their offset values on the fly).

I'm sure someone savvier in Houdini will chime in and demonstrate how to do it using your file!


how to add blendshapes from fbx to Autorig captured character? Aug. 10, 2019, 9:07 a.m.


if you use a morph on the DAZ imported version, that deformation will, obviously, not make it into an autorigged new deformation setup (sorry, can't download your file atm). You either need to re-apply the morphs in your new deformation pipeline or use the deformed output from the DAZ import (the *_shape node in the FBX folder) as the input to your auto-rig (that, obviously, does not make any sense performance-wise, but maybe you get the idea: You have to transport the point-movement from one setup to the other, else your deformation overrides the point-changes/morphs).

Apologies if this is too convoluted. I hope I can get the point across (pun intended)


how to add blendshapes from fbx to Autorig captured character? Aug. 10, 2019, 4:18 a.m.

Moin, Henry,

when you import the FBX from DAZ into Houdini (and choose to “import blend deformers as blend sops”), you get a mesh-deforming node that has “dials” for each morph (aka “blendshape”). You could write a script that exposes those dials to your own control UI - or apply surface-controllers so that you can “click-and-morph” on the face directly.
BTW, technically speaking you can convert a DAZ rig to Houdini without having to recapture. However, in my experiments I found a recapture in Houdini, using the original rig (just converted to Houdini's bone system instead of the Joints-system), more convincing (people say that DAZ' weighting is so good, I don't subscribe to that).