how to import animated characters?..
Posted 13 August 2003 - 06:43 AM
well, any help is appreciated
Posted 13 August 2003 - 07:00 AM
but you can also use the opscript command in order to generate a creation script of your operators.
Posted 13 August 2003 - 07:03 AM
Good luck on your project guys, glad to see you guys decided to use Houdini.
Posted 13 August 2003 - 10:35 AM
Posted 14 August 2003 - 03:01 AM
Posted 14 August 2003 - 06:32 PM
both our characters are skinned and ready to animate.. problem is, the bones were skinned with the same names.. So copying and pasting doesn't work, houdini automatically changes the names and screws up the skinning...
OTL's.. well I failed miserably on this, the first step is the first one to go wrong! I tried to collapse my character's objects into a subnet and bang.. the path to the bones changes, skinning goes to hell, my blood pressure levels go through the roof...
Anyone got suggestions?
Posted 15 August 2003 - 06:47 AM
you will see a field for skeleton root path or something, i can't rember i'm away from my machine. if you use `opfullpath("../..")` including the back ticks you will have the deform working fine. If you look at the data on a captured geometry with a middle click on the sop before the deform you will see a bunch of attributes, detail, and point. One of them is Skelroot. It allows you to mocfiy the root path the deformSOP needs to find the bones so it knows how and what is deforming the bones. The Deform allows you to adjust it so it can be relative to your bones once you put it in a subnet/OTL.
you can have the two characters have the same bone names and channel names as long as you have them contained in the OTL. so in the end you will have two character OTLs with all their parameters promoted to the top level.
hope that helps.
Posted 15 August 2003 - 07:10 AM
Posted 15 August 2003 - 07:14 AM
That's the kind of stuff that should be err.. easily found everywhere! I would've never guessed...
So I'm guessing the command tells the deform sop to start looking for the bones two levels up?.. That would be:
right?.. which is..
Well I just tested it and it works like a charm, thanks so much for the help
EDIT: I see your point MCronin... The OTL's seem like a very nice feature, I saw it at siggraph and I thought it was something I'd definately use.. Just had some problems getting it to work right, the tutorials at sidefx only describe creating otl's for much simpler stuff.. I'd never know about the opfullpath thing.. I was messing around on the Skeleton Root field, but couldn't find a way to make it work!
Thanks a lot guys!!
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