nix21

nix21

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Auto-rig Hand Print Path override Aug. 6, 2007, 5:48 p.m.

ofcourse, wouldn't you know..soon after I post I finally figure it out. :roll:

Seems that there is a separate body_part_arm_hand_print that can be used. It is interesting that only that works for the override. Also the auto-rig doesn't automatically create it and the Doc's are a bit vague, not specifically stating that body_part_arm_hand_print should be used.

Auto-rig Hand Print Path override Aug. 6, 2007, 5:18 p.m.

Does anybody know how to get the Hand Print Path ik override to work on the Auto-Rig? Or the body_part_arm DA for that matter…same thing.

No matter what I put I put into the path (null, geometry, etc) wrist will only blend towards the origin. The object seems to have no affect. Tried object level and sop level transforms. This is with Houdini Escape 8.1.746.

Thanks!

Retaining Hard Edges, Maya => Houdini March 21, 2006, 12:45 p.m.

Well the obj format does support vertex normals to a point(no pun intended ), they become the point normals in Houdini. Transfering them is not a problem as I have in Maya had models with seams. I have then manually set their vertex normals or by averaging the vertex normals at the seams. Bringing them into Houdini with the .obj works fine, vertex/point normals at the the seams stay intact.

Its just the way hard edges are handled. The hard edges are formed by spliting the vertex normals 90 degrees, giving multiple vertex normals, one for each edge going into a vertex. But the .obj format doesn't support multiple vertex normals.

As for using Polytrans or such, we don't have it available here at work, so I was trying to find a workaround. Instead having to set them all manually in Houdini.