Recent Forum Posts
Learning path: RIGGING IN HOUDINI 16+ May 15, 2018, 8:03 p.m.
thanks for the kind words, glad the series is helpful.
just a note on the rest of the series, the videos are done and are in the editing queue to be cleaned up…along with lots of other nice things for your enjoyment.
So thanks for your patience!
and a second series is being recorded now on Capturing/Editing Weights/Deformation.
We have to be really patient, I need to take a class to learn to be this patient. Why not just release the entire rigging series then edit the next series and so on, each video is released months after the next. I'm grateful for these series though. Thanks.
Copy / Paste relative reference parameter on Keyframe's slope value? April 30, 2018, 8:47 a.m.
bring the animated parameter into CHOPS and you can use the slope chop node.
Rigging- Add twist to a follow curve setup without using normals of curve? April 27, 2018, 5:20 a.m.
If you go to the solver and set “no normals” no flipping will occur. Of course, then you won't have bone twisting if the chest ctrl rotates. But this is expected. The Maya spine you showcased in the “ik madness” thread, I don't think it had curve normal considerations, i.e. “no normals” H equivalent. I might be wrong, but you can confirm or contradict my supposition. Make sure you are comparing apples to apples or your disappointment will be caused by unmanaged expectations.
I agree that the solver being a black-box is not ideal, but until we know why it is like this we can't really bemoan this fact. Ultimately, the deeper you go you reach a level of “black-boxiness” with everything, sooner or later.
Yeh this setup is simple stuff in Maya, throw some clusters on a curve and for twist use the spline IK's twist attribute or turn on the advanced twist and set up some aim up objects and you have a basic working setup. The biggest problem you get there with that is your limited to a 180-degree rotation which can also be easily fixed. But certainly, I don't remember getting these weird flipping and twisting and glitching madness in any pose, the joints just adjust really well to the curve. But, like you said, I don't know why Houdini's follow curve stuff behaves like this, I'm hoping its just my lack of knowledge as to how the tool works.