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Found 25 results

  1. Hi I can't seem to export my rigged character from Houdini as an FBX to come into Motionbuilder with the bones. It seems that only the nulls and controllers are coming in (which is the opposite that I want). I am using 16.5 and it looks like there has been some changes in the fbx export. Has anyone done this successfully? What where the FBX settings? Thanks in advance for the advise. Rob
  2. Hi, I'm having problems with the tissue solver in H16.5 First, my computer crash if I use the default settings for the solid embedding section of the bones and the tissue. I'm using maxTet .1 minTri .005 and disabling the base size, that creates a decent tetra object. Now the animation stays static all the time and not following the animation from the skinned mesh Is there a tutorial? thanks in advance, -Alex
  3. Good evening, New to python and wanted to get to grips with rigging in Houdini. Been working though the 3DBuzz Technical rigging series and been tripping up over all manner of stuff. On the stretchy spline section of the tuts there is a section that errors out and I am not sure why. The code is stretchRatioParm = hou.FloatParmTemplate("stretchRatio", "Stretch Ratio", 1) startBone.addSpareParmTuple(stretchRatioParm, (“Stretchy IK”, )) Error message reads Traceback (most recent call last): File “stretchyIK”, line 85, in <module> File “stretchyIK”, line 14, in techrig_stretchyIK_Tool File “stretchyIK”, line 54, in techrig_stretchyIK File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 44, in addSpareParmTuple _addParmTuple(self, parm_template, in_folder, create_missing_folders) File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 71, in _addParmTuple parm_template_group, in_folder, create_missing_folders) File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 93, in _ensureFolderExists “Invalid containing folder name(s)”) OperationFailed: The attempted operation failed. Invalid containing folder name(s) Would love if somebody could explain this? I know the tutorials were made in Houdini 9 have there been changes that would make this not work now? Many thanks, Duncan
  4. https://www.hossamfx.org/trees-rigging-in-houdini/ Hello Everyone : this tutorial is about creating and animating trees in Houdini FX in Procedural way . you will learn how to create your own tree model and how to animate it in different weather like windy day, normal wind ........etc. also you will see how to simulate a growing process : what i mean in growing is : you can select at which age of tree you want to start growing to final complete model , so you can start growing from zero or you can grow from winter tree to a beautiful spring tree with leaves and young branches . i will show you firstly how to create a tree model in SpeedTree software for about 1 hour and then move to Houdini and create python code to define the hierarchy of branches and build a procedural wire dynamic network with some math concepts of course . Houdini rigging tools and chops techniques in our list also to add more option and realistic to animation . in the link you can find more description about this tutorial . More info Here: https://www.hossamfx.org/trees-rigging-in-houdini/
  5. I am trying to re-create a ribbon deformer in houdini that takes transformation and rotation data and, using interpolated values transforms a bone chain. I have linked controls to a surface, and extracted a line from that surface with what I think is the required data. I am not sure how to take that data from a geometry level and apply it to a bone chain. I assume chops is the way to go but I don't have any experience with them.
  6. I have a basic rig that I made using Houdini 16. I have an IK system setup for the clavicle and an IK system for the arm. What I am getting stuck on is having the clavicle follow the arm as it translates in X,Y or Z. Is there a way to get the clavicle to follow the arm? Has anyone had this issue? I have tried connecting the translations of the Left Arm Goal to the translations of the Clavicle IK Goal. I lose the ability to control the clavicle separately, so that didn't work. Thanks, Glen
  7. I am trying to attach the animation rig controls of the autorig tool to an FBX imported characted from Mixamo, but I have no idea how to approach this. Also I can't generate a Mocap Rig from the designated Button on the animation rig node after creating a fresh autorig. It tells me to select a skeleton, but which skeleton should I select? There is none, just the individual nodes for spine, left_arm etc. I think the autorig tool currently lacks proper documentation covering more than just the default procedure. I'd be really thankful if someone could point me in the right direction!
  8. Hi all, I can't get a skinned object with a corrective blendshape before the deform sop out of houdini via fbx. Either the skinning works, or the blendshape, not both. I tried all the combinations in the fbx export (Force Blendshape, Force Skin...). Attached is a simple setup with a ROP network containing the fbx ROP. Maybe somebody can take a look. Appreciate the help blendshape_fbx_test.hiplc
  9. Muscle controls

    Hey all, There's something inside a muscle object that got me intrigued. The selected ctrl null seems to modify a muscle's shape, but there's that line in their viewport display icon that implies that its rotation is meaningful in some way. It doesn't seem to be, so my question is, am I missing something or there's something planned for a future muscle version and that's just waiting there for now? Michael?
  10. Hey all I've been watching a few cg films of late.. stuff like wallE and wreck it ralph and Shrek. All these films use large chubby characters.. which seem to interact with their own volume mass and also the env around them. So my question is how is this being done? It's something I wanted to do for a good while and don't know how to go about it.. eg getting those nice effects when a character pushes their arm close to their body and the mass squashes but maintains volume.. or ralph when he bends an arm but the volume is maintained. Can anyone recommend techniques for this? Houdini or maya perhaps? I'm just lost where to start.. is it something that's simulated after the anim? Or is it something part of the rig that the animator can visualize? Any thoughts welcome. I'd really like to try and figure this one out and there's a good few vfx guys on here so hopefully I can get some insight Ta Ant
  11. Mr.

    Hi, I'm new here, and to Houdini. I've modeled a simple character and rigged him but I can't translate or scale him except by his root null otherwise his skin goes crazy. I've attached the HIP file. I'm sure the fix is simple but its eluding me. Any help is appreciated. after scaling: guy 3d for od force.hip Thanks.
  12. We are currently seeking a talented and experienced CG Character Rigger to work at our Montreal studio. Our ideal candidate must have previous experience working in film and television. Our CG Character Rigger will be required to create optimized rigs covering a very wide range of rigging applications focusing mostly on Character animation. An excellent grasp of anatomy, form and movement is essential. Folks has built a solid reputation in the industry as an artist-driven boutique studio. We value detail-oriented design through teamwork and creativity. Our team is composed of some of the most talented artists and creative pros in the business. We are known for great storytelling through high-end visual effects. This is a full-time position available immediately. We offer a great work environment, salaries to match your skills and a comprehensive benefits package. If you think you’ve got what it takes to join Folks, please forward your resume to jobs@folksvfx.com to set-up an interview.
  13. Hi! I have created an asset(facial rig), and I want to use it as a part of another asset(character setup). I'm saving both of them into one .otl file, but because I'm using the absolute path for the facial rig("Save to the library" field in Type Properties) it stops working when I'm sending the .otl file to another computer. How can I embed one asset into another, so that they would be contained in one file? Also, when I'm trying to upload an asset to the orbolt, I'm getting an error "Embedded dependencies need to be within nested namespaces." I'm assuming that this error is related. Can you explain to me what does this mean and how can I embed the asset "within nested namespaces"?
  14. We are looking for Mid to Senior level Houdini Animators / Riggers / Character Modelers / Environment Artists for TV commercial, which will potentially run until October. Rates negotiable depending on experience and must be available to work in London. Animators/Riggers: We are looking for an experienced lead character animators and riggers (ideally someone skilled in both) to work with us on an upcoming pixar style animation project. (When submitting please put ‘Houdini Animator/Rigger’ in the subject of your email.) Environmental Artists: We are looking for experienced lead environmental artists, who are able to create a stylised rural environment for a pixar style animation project, which will potentially run until October. Being able to light and render is a big plus. (When submitting please put ‘Houdini Environmental’ in the subject of your email.) Character Modelers: We are looking for experienced lead character modelers, who are able to create stylised pixar style characters. Characters will be human, as well as a character created from a piece of fruit. (When submitting please put ‘Houdini Character Modeler’ in the subject of your email.) A little bit about us: We are a post-production house based in Central London. We are a friendly team who enjoy taking on a broad range of projects that that offer fresh challenges and test us to try new and innovative ways of working. We have a diverse range of skills and interests and are keen to find people with a similar appetite for tackling ambitious projects. If you think you might be suitable then please contact us with your details and a link to your showreel or examples of work, at recruitment@ruffianpost.com with the relevant position in the subject line...and we’ll be in touch! ***If you’re an experienced Houdini artist or specialist in any area of Houdini and are available for freelancing in London, even if not immediately, then we would love to hear from you. We work with Houdini ourselves and often need extra people in for jobs, so are keen to get to know more people to be able to call upon for upcoming commercial work*** www.ruffianpost.com
  15. hey all, is there a way to partition points based on the 'boneCapture w' attribute with the highest value? I have a skinned character and for rigging purposes I'd like to slice the geo into parts. Pretty much what the maya SuOP node 'skinchop' does. much obliged!
  16. I am using auto rig to create a character setup. It generates an animation rig and a deform rig. For convenience, I want to combine them into one network, so that animator would only need to create one node. I have just copied my deform rig into the animation rig network. It works, but I'm not sure if it's the right way to go about it. Also, when I'm trying to upload the asset to orbolt, I'm getting an error: "OTL file missing dependencies: [deform_rig_name]. Embedded dependencies need to be within nested namespaces. For more information see the namespaces section in the asset guidelines." So I have two questions: 1. Does it make sense to just copy deform rig into the animation rig to combine them into one asset, or is there a better way to go about it? 2. If I embed one asset into another one, how do I fix the missing dependencies error?
  17. Hey, everyone! I've just discovered the character picker panel, and it looks fantastic, but I'm having trouble using it with auto rig. When I'm trying to connect a control button to a node with "Edit Target Nodes", only the top-level nodes are displayed in the list. In a regular rig this would work, but in auto rig top nodes are the subnetworks for limbs/spine/head/etc, so I can not select the control nodes from the list. Is there any way around that?
  18. I would like to extract and use rotation values from an IK bone chain to drive the rotation of another bone. What would be the correct way to get this in Houdini. I can see the Pre-Transform values when I middle click on the bone, but how do I grab the values? So far I've been using the blend SOP but I get all kinds of flipping. Is there a way to directly extract IK bone rotation values?
  19. Houdini Rigging Toolset

    Hello friends, So I just wanted to show some of the work I've been doing for the better part of this year now. I figured I would put it up here now as lately I've been working on taking the core API and testing out scenery tools and game asset creation. I'm thinking I need to write a GPU tool set to build the tools I need for that and the next slew of character tools, but that'll take some time to get off the ground. https://vimeo.com/139775212 There's quite a bit more going on then the video shows, but I don't really remember what's going to crash and I didn't want to have to do a second take. The end game of this is creating a simplified pipeline for FEM or possibly PBD solved muscle systems, then being able to take those results and "bake" them into a linearly skinned rig with no extra step of creating two rigs and really great support for LODs. Seamless interpolation and cycling is gonna be a **** to work out though. The biggest tool the video doesn't show is the volume based bone weighting node, it lets you mix Houdini capsules and arbitrary volumes you "extract" off the mesh, then you can use a ramp parm and basic skin weighting tools to really fine tune the weights, then it uses a different method for normalization that guarantees all points get weighted logically but no points have there "user input" weights changed. There's still a bit to get that working, I need to implement single bone weight visualizations as the full skinning is slooww(you'll probably notice the hang up when I entered into the capsule) even being multi threaded there's just a lot of work going on there. Thanks for listening to me yammer on though guys
  20. Rigging a kite

    Hi guys. I have major problems with a kite I try to rig. I have tried to find an answer in every possible free tutorial on sidefx.com but I can't make it work. I use bones and then I try capture them on the geometry. But it is impossible for me, they dosn't capture all the geometry and some of the bones can't be captured. Can you help me or do you have any good advices? Thank's in advance! - Theis kite.hipnc
  21. Hi All, I'm about to buy a human model from turbosquid for a project, as I don't have the time to model/rig myself in this instance. My question is: If the model I want to buy comes in '3dsmax 2012' format, will I be able to export it from max so that it's compatible with Houdini & keep all the bones/materials/UV's in tact? Ideally I'd like the download in .fbx, but it's pretty expensive, so I don't want to run the risk of downloading a 3dsmax scene file by accident & not being able to convert. Anyone have any thoughts? I''m looking forward to the day when Turbosquid is full of Alembics Thanks!
  22. rivet in chosen axes

    This should be extremely simple (as it would be in Maya), but I can't figure out how to parent constrain one object to another but only constraint certain axes, i.e. the x and z but not the y. I need to constrain something to an fbx with animation so I was using a rivet but I can't see many controls.. In Maya I could create a point constraint (which seems to be the equivalent of a rivet) and select the axes. Surely this is simple in Houdini? Cheers, Mike
  23. Control Robot Head

    Hello. This is my little personal project. I did everything except modeling http://youtu.be/E-HT-tKL5YI
  24. rigging oddity

    i cannot figure out how to control this deformation. i imagine it is a simple bias setting, but i've had no luck. the mesh in the bicep is not following the motion fully. hip attached. any suggestions would be appreciated. hip_and_geo.zip
  25. angle between bones

    Hello I am making some simple rigg and I want to measure angle between two bones. I used vector node in chop network but it is not working for me. When I plug boxes/nulls it works pretty well. I am sure it is something with nature of bones. I found some tricks to achieve my goal, but I wonder if there is some simple method to measure angle between two bones.
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