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Geometry or Bones?


michael

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Just a general question for character animators...

what is the favored way of animating characters in Houdini...by using geometry driving the bone rotations/IK translations or the bones themselves?

in maya we use geometry :

geo.jpg

is this the way to go in Houdini as well...or is animating the bones OK?

ps: check out the full animation...we had 3 weeks to do this, from scratch...not even any character designs...so we had some room to have a bit of fun...'uncle buzz' is the best! he's the one who is giving the 'double thumbs up'...ah, such an idiot...lol

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Just rotate the bones. If you are using noK then that is fine.

If you are using Ik then I set up objects to move the Goals around. For Fk ( which in houdini is a single Ik bone) I do a similar thing, and often use rotations after I've parented my Fk goals around.

If you saw my leg setup you will understand what I mean. If it is a segmented character you can just use the geometry to achieve the noK solution just fine.

You can also dive into a boneOP and replace the display and render SOPs with your pre-defined geometry. Is this what you are getting at?

-k

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