Francesco Sternativo

xatmo

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Recent Forum Posts

maya > houdini > maya skeleton workflow April 4, 2022, 3:51 p.m.

Kinefx retarget: solve feet clipping through the floor April 2, 2022, 4:41 p.m.

Hi and sorry for the late update.

Attached you can find the test scene and the source files.

My approach is the following:

  1. map the characters
  2. isolate the test leg hiearchy
  3. extract the leg-knee-toe joints to make the iksolver controls
  4. use collide geometry on the toe
  5. then make a second rig vop with an ik solve with the three controls over the leg hierarchy using the "compute from targets" option

For some reason the leg is flipped and can't make it work. I even moved the knee further to make a more stable pole vector.
Any idea of what schoolboy error I'm making at this stage?

thanks

maya > houdini > maya skeleton workflow March 25, 2022, 9:31 a.m.

Hi everyone

I'm trying to figure out how to use the same skeleton from maya, to houdini and back to maya.
My main issue how joints/bones are handled in both software.

In maya, I have the skeleton set up with its own joint orientation which is separate from its rotation



In houdini, from my understanding, in houdini bones are just pieces of geometry. The bones themselves are points and then the connection of the hierarchy is displayed with curves. So joints are just world space points.

How can I keep the joint orientation values in houdini (or just export the skeleton with them) ?

At the moment I have two outcomes:
1) the imported animation overrides the skeleton and sets the joint orient to 0,0,0
2) if I lock the joint orient, the skeleton obviously explodes sinces the rotation data is completely different

thanks!