Jeff Wagner

old_school

About Me

Expertise
VFX Artist
Location
Canada
Website

Connect

My Talks

obj-image ILLUME Webinar
FLIP Fluids | Part 1
obj-image ILLUME Webinar
FLIP Fluids | Part 2
obj-image ILLUME Webinar
Pyro FX | Tips and Tricks
obj-image ILLUME Webinar
Houdini VOPs
obj-image ILLUME Webinar
Geometry Workflows in H16
obj-image ILLUME Webinar
Learning Houdini

My Tutorials

obj-image Beginner
RenderMan ShipShape Art Challenge in Solaris
obj-image Node Reference
Transform SOP
obj-image Node Reference
Attribute Create SOP

Recent Forum Posts

No multi selection in the Tree View July 18, 2021, 8:46 a.m.

Nothing new that hasn't been mentioned above.
One of those annoying things if you use this to select multiple objects.
As mentioned above SHIFT-T to list mode. It is per network type and is just odd UX... but if all you want is to select objects in a list, use that.

Again submit RFE's any time. Duplicates are fine, especially this one that spans multiple releases.

Every release a part of Houdini's UI is improved either within our own UI development or moved over to QT. RFE is the key to get your ticket in.

Manually Capture Cloth for Rig June 29, 2021, 8:52 a.m.

Have you tried using the Bone Capture Proximity SOP?
Just feed in the tube skirt geo into the left input and the KineFX skeleton into the right input and you should get a decent set of weights on your geometry.

You can follow up with a Capture Layer Paint with a large brush set to Smooth Final (RMB in the viewport menu choose option for LMB or MMB).

is there a way to do "bones from curve" but proceadurally? June 22, 2021, 6:33 p.m.

You can use bones to drive kineFX and back quite easily. If you can wait a day, I have a file in the illume kinefx package where I demo the IK Solver VOP to drive a t-rex leg rig that has a file that uses obj bones to drive the rig and back.


One key reason for KineFX is procedural rigging full stop.

curve, resample to segments, into Rig Doctor SOP and those points are the locator joints and segment prims are the bone segments. Quite simple.

If you need to, use the ReOrient Joints SOP to build a good rest_position and then can feed into IK Skeleton VOP if you want to drive further with controls in local or world space, or whatever transform space you want.

You can use all the same rigging SOPs for Obj Bones to do weighting and bone deform SOP as with KineFX bones.

If they have the same name as the object bones, they will even drive the same skin weights.