In Part 3, we will begin rigging the Left Arm. The arm will have both Forward and Inverse Kinematics, the ability to twist both the upper and lower arm as well as 'space switching' for the wrist.

COMMENTS

  • harryabreu 8 months, 1 week ago  | 

    Thank you again Mr Goldfarb.

  • mwessels 8 months, 1 week ago  | 

    Thanks for this series. Is there any way I can subscribe to this series or the learning section to be alerted when new training is posted? That would be very helpful to stay current with what you guys are doing. Thanks again.

  • miccetro 8 months, 1 week ago  | 

    Great series, thanks for these, however, why videos take so long to come out though? Maybe I'm just impatient (-:

    • goldfarb 8 months, 1 week ago  | 

      we've just had lots of material to get through in editing...but we're working hard to get them out as quick as we can :)

  • Den4ik 8 months ago  | 

    Thank you very much !! your work is very important for us !!!

  • Danil Shaposhnikov 8 months ago  | 

    Very helpfull! But i can`t mirroring this rig. Bones take negative scale when i mirror them (-1,-1,-1). And it turn the normals of skinned geo out. I can`t fix it.

  • jon3de 7 months, 2 weeks ago  | 

    hey thank you for these series!! This tutorials helps us a lot with our current character project. Do you know roughly when the next videos gets released for the hands? :)

  • seifdune 6 months, 3 weeks ago  | 

    Fk/ik switching making the arm to flip i don't know what is a problem, trying to rig arm without changing the bones rotations to be positive(by rotating z-axis 180) it work without fliping but give negative value when rotating foward. How can i solve this problem?

    • jon3de 6 months, 1 week ago  | 

      I have the same problem. I also couldn´t fix it for now.

      • jon3de 6 months, 1 week ago  | 

        You can try to recreate the blend constraints for your L_arm_bone Ctrls. Make sure to use simple mode and keepPosition: after . It seems to work here.

      • jon3de 6 months, 1 week ago  | 

        It seems I was a little bit to fast. Switching the blend in the inverseKin Chops Network still causes my second Arm Bone to turn around 180°

    • jon3de 6 months ago  | 

      ...ok I fixed it now like that. If you look in your bone in the "bone" tab there is a rest angle value. I set this to 0° and it helped to fix the rotation issue.

  • jon3de 6 months, 1 week ago  | 

    On 34:34 I recognized that you accidently droped the "offset" on "L_Arm_bone1" on a line and now it uses the simpleblend node for the BindPose input instead of the "getworldspace" node. Is this bad? Im struggeling a little bit with twisting bones and while searching for an error I saw that.

    I assume the BindPose should be connected to the getworldspace?

  • dddmod___ 1 month, 4 weeks ago  | 

    Hello! How can I snap my bones not to the model but to the grid? http://take.ms/bvc5q

  • goldfarb 1 month, 4 weeks ago  | 

    @dddmod__
    you can turn on Grid Snapping on the left side of the viewport
    http://www.sidefx.com/docs/houdini/basics/ui.html

  • dddmod___ 1 month, 4 weeks ago  | 

    Thank you very much!

  • dddmod___ 1 month, 3 weeks ago  | 

    When I add the IK my bones hand is jumping. Do I do something wrong? http://take.ms/E685M

    • goldfarb 1 month, 3 weeks ago  | 

      post your file to the forums and I can take a look

      • dddmod___ 3 weeks ago  | 

        Michael, what do you think about IK? Why do the bones do not hold a position while adding inverse kinematics?

        • goldfarb 3 weeks ago  | 

          I'd need to see the file - can you post to the forum - it's much easier to have a conversation there

          • dddmod___ 3 weeks ago  | 

            Of course. I have already attached a similar file just below but I can resend it again
            Here's how my IK works http://take.ms/YCvPm
            And here's the Houdini file http://take.ms/07n8F

            • goldfarb 3 weeks ago  | 

              your upper and lower arm bones are not straight - the IK solver doesn't like this.

              • dddmod___ 3 weeks ago  | 

                How is this problem solved?

                • goldfarb 3 weeks ago  | 

                  the bones should be straight - and you'll want to make the IK between chain_bone9 and chain_bone10 only

                  • dddmod___ 3 weeks ago  | 

                    I don't really understand what "straight" means, but I still think over it.
                    What am I doing wrong here? :-) http://take.ms/9Dura

                    • goldfarb 3 weeks ago  | 

                      I mean straight like in the autorig file you sent

                      I don't know what you are trying to do in that video


                      can you please create a thread in the Forums?
                      https://www.sidefx.com/forum/4/

                      this comment thread is for discussion of the left-arm video, not general rigging help.

                      • dddmod___ 3 weeks ago  | 

                        I can create a thread but I didn't want to create new themes for every little thing.
                        There I was just trying to repeat the operation "simple blend" following your lesson. So I recorded a piece of your video to make it clear what I'm doing.

                        • goldfarb 3 weeks ago  | 

                          make one thread and you can use it for all if your questions :)

                          • dddmod___ 3 weeks ago  | 

                            Оkay :)

  • enixan8 1 month, 2 weeks ago  | 

    I didn't notice your answer. I'll post the file later. Could you take a look at this video? - http://take.ms/F8wBEf When I do the Autorig and click on the bone generation I don't see bones. And also when I delete unnecessary elements in the process of Autorig, I get an error when I generate bones. Am I doing something wrong?

    • goldfarb 1 month, 2 weeks ago  | 

      In the Create New Autorig Asset dialog
      in the Geometry Capture section there is an option called "Capture | Deform by Default"
      this is OFF by default because, depending on the resolution of your mesh the capture step could take many minutes - and I didn't want people to think that Houdini had frozen, now that there is a progress bar I'm thinking of changing this to be ON by default...
      anyway - because this is OFF - the capture step needs to be done manually:
      right-click on the asset and select "Allow Editing of Contents"
      enter the asset and then enter the geo_skin node
      look for the deform node - should be the last in the network
      turn of it's display flag
      select the stash node just above it
      click "stash input"
      this will take a min to cook
      now you can go back up to the /obj level and right click you asset and select "Save Node Type", then "Match Current Definition"
      your character should now deform when you animate it

      "...when I delete unnecessary elements..."
      um - don't delete anything - all the elements are necessary.

      you should watch the masterclass on the Autorigs - https://www.sidefx.com/tutorials/autorigging-masterclass/

      • goldfarb 1 month, 2 weeks ago  | 

        oh and the bone display is off by default - on the Root tab turn on Bone Display All

  • dddmod___ 1 month, 2 weeks ago  | 

    Here's the file I promised to send http://take.ms/ta6eC

    Here I try to follow all your instructions - http://take.ms/2cNT5
    but the bones are still not visible and I do not have a seizure of weights.

    Where do I err?

    And thanks a lot of course for your answers!

    • goldfarb 1 month, 2 weeks ago  | 

      when you add a mesh to the Autorigs it automatically turns the display of the original object OFF - but the Autorig tools do not work with multiple objects as the mesh - you can very easily combine them all and use the result - that is why your mesh disappeared.

      it is hard to tell but it looks like you were trying to paint the capture weights using the middle mouse button - it looked like the capture region selection was changing as you painted.

      The Capture Layer Paint tool WILL NOT paint mirrored capture weights in the way you think it will.
      with Symmetry ON you will be painting that same weight on both sides of the mesh - NOT the corresponding weights on the other side of the mesh.

      • dddmod___ 1 month, 2 weeks ago  | 

        Thank you very much for the answers! But I still didn't understand how to draw the symmetric weights? The Houdini has the ability to copy the weight from the left bones to the right? Or is it necessary to draw it manually?

  • dddmod___ 1 month, 2 weeks ago  | 

    I forgot to add mesh to the rigbing. That's what I'm doin - http://take.ms/VDxQF
    How can I add the Autorig and capture weights to several individual objects at once? When I select all objects at once then I disappear the whole model

  • dddmod___ 1 month, 2 weeks ago  | 

    I also experienced a problem with weights. When I paint the weight of the brush does not change anything http://take.ms/vpJJJv
    What am I doing wrong?

  • dddmod___ 1 month, 2 weeks ago  | 

    How to draw symmetric weights for different bones? http://take.ms/hqIRR

    • goldfarb 1 month, 2 weeks ago  | 

      use the 'mirror capture weight tool'
      capture layer paint - DOES NOT paint mirrored weights

      • dddmod___ 1 month, 2 weeks ago  | 

        That's the thing that I don't understand how it works http://take.ms/IPG1D

  • dddmod___ 1 month, 1 week ago  | 

    Maybe somewhere there is a video about how works mirror capture weight tool ?

    • goldfarb 1 month, 1 week ago  | 

      there will be soon.

      • dddmod___ 1 month, 1 week ago  | 

        Look forward :-)

  • dddmod___ 1 month, 1 week ago  | 

    How can I manage the hierarchy of bones? The autorig creates not very convenient system of hierarchy http://take.ms/AQ0mu
    It is much better when the parent bone is the pelvis, then the chest goes, and then the head and arms. It can be changed only with the help of nodes or it can be configured in the process of autorig?

    • goldfarb 1 month, 1 week ago  | 

      the autorig creates a specific rig - if this rig isn't designed the way you want then you'll have to build your rig from scratch

  • dddmod___ 1 month, 1 week ago  | 

    When I do the autorig I get not correct symmetry http://take.ms/YWUQRE
    What could be the reason?

    • goldfarb 1 month, 1 week ago  | 

      to rotate the feet, use the foot root guide - it's the one that sits on the groundplane just behind the heel of you character, don't use the ankle rotation.

  • dddmod___ 1 month, 1 week ago  | 

    What do I need to do to enter the weights drawing mode? I thought that it is enough to allocate the nodu "capturecorrect" But it doesn't work - http://take.ms/8MFkD
    It's all so hard. How can I do that?

    • goldfarb 1 month, 1 week ago  | 

      'Capture Layer Paint' and 'Edit Capture Weights' are tool that are invoked from the Object context
      make sure that the Deform SOP is the display SOP
      then go UP to the Object level and use the shelf tools or TAB > to use these tools

  • dddmod___ 1 month, 1 week ago  | 

    Help me please understand how to copy weights. I'm used to 3DS Max where you can copy the symmetric weights in one click. In Houdini, I can't understand the logic. That's how I try to do it but everything is useless http://take.ms/yA7Js Maybe it's not difficult for you to record a small video screen from your monitor to see how do you do it?

    • goldfarb 1 month, 1 week ago  | 

      I can't attach anything here
      I've started a Forum post and added a quick video:
      https://www.sidefx.com/forum/topic/59127

      • dddmod___ 1 month, 1 week ago  | 

        Thanks a lot Michael!

      • dddmod___ 1 month ago  | 

        I can't send a message there, I'll write here. Сan you take a look here, Michael? http://take.ms/YmV1U
        What am I missing? While recording the video it does not copy the size to the center, here I did but it still doesn't work http://take.ms/NElki

        • goldfarb 1 month ago  | 

          your group is called "group_www"
          but the capture mirror is expecting "www"

          • dddmod___ 4 weeks, 1 day ago  | 

            I would not like to bother you with further questions but I have to understand why my mirror does not work. Here I do everything the same as you do on your video http://take.ms/E4VDi In the second example with a cylinder the mirror works even without creation of a group, but with this turtle does not want to work. I need to understand the reason. I can give a scene http://take.ms/LIQ5k

            • goldfarb 4 weeks ago  | 

              your capturelayerpaint1 has a "!" icon - this is a warning and you should always pay close attention to warnings - if you middle mouse on the capturelayerpaint1 node you'll see the popup says:
              "Capture region "../../bone2/cregion"
              is no longer valid. It may have been deleted
              or the Skeleton Root Path is incorrect.
              Please re-capture or use CaptureCorrect if it was deleted. "

              so at some point you had a bone2 and painted on it - but now that bone is gone - it's not a big deal - but it is interfering with the mirror tool
              appending a capturecorrect (default settings) SOP right after the capturelayerpaint1 will correct this
              now the capturemirror2 will work.

              • dddmod___ 3 weeks, 2 days ago  | 

                Thank you! Looks like it works. I'll check again.
                I was looking for a copy mirror pose and found your answer on forum https://www.sidefx.com/forum/topic/45527/
                Since then has not appeared any tool for mirror copying poses without scripts?

                • goldfarb 3 weeks, 1 day ago  | 

                  no, something like this would need to be scripted - either as part of the rig or as a shelf tool etc.
                  I didn't add one in this tutorial series because I wanted to keep the time down.

                  • dddmod___ 3 weeks, 1 day ago  | 

                    Hopefully some button will appear in Houdini for mirror poses :-)

  • dddmod___ 1 month ago  | 

    Here is one more example http://take.ms/ynvrZ

  • dddmod___ 1 month ago  | 

    Michael, why the tool Mirror has a distorted center? http://take.ms/7AWQM

    • goldfarb 1 month ago  | 

      it's hard to say without seeing the file

      • dddmod___ 4 weeks, 1 day ago  | 

        http://take.ms/jwdNc

        • goldfarb 4 weeks, 1 day ago  | 

          in your AUTORIG
          chain_bone3 and basicface_Jaw_jawroot have rotations in y and z - this is causing them to be mis-aligned with the YZ plane - so when you're mirroring basicface_Jaw_jawbone2 and basicface_Jaw_jawbone3 they look wrong.

          • dddmod___ 4 weeks, 1 day ago  | 

            How to align a bone or Null in the center of world coordinates with the correct rotation?

            • goldfarb 4 weeks, 1 day ago  | 

              just rotate them/set their values directly

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