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Showing content with the highest reputation since 05/05/2026 in Posts

  1. Hi everyone, I wanted to share a new feature now available in Houdini AI Assistant: Animation Maker. It brings text-to-character motion generation directly inside Houdini, using Kimodo for motion generation and KineFX for importing, retargeting, and continuing the animation workflow inside Houdini. Demo: https://youtu.be/dqLJe_3Qlic?si=TEZFXFNnDwSD1ndD The integration is currently available in the Houdini AI Assistant build on Gumroad. Houdini AI Assistant: https://rart.gumroad.com/l/HoudiniAIAssistant Current workflow: Prompt → Generate Motion → Adjust Character Position → Regenerate The current build supports: - Text-to-character motion generation - Multi-prompt timeline - 2D root waypoint controls - Full-body keyframe guides - Hand and foot guide tracks - KineFX retargeting workflow The idea is not just to generate a motion clip externally, but to make the result editable and usable inside Houdini. The generated motion can be imported as BVH, retargeted through KineFX, adjusted, and reused as part of a Houdini character workflow. At the moment this is still an early Windows beta and focused on humanoid motion, since Kimodo is trained around human skeleton animation. APEX support is something I’m also looking into. I’m currently testing different workflows around: Timeline-based prompt segments Motion transitions between prompts 2D path control Full-body constraints Hand / foot end-effector guides BVH import and retargeting reliability I’d be very interested to hear thoughts from Houdini users working with KineFX, APEX, retargeting, or character animation workflows. Houdini AI Assistant: https://rart.gumroad.com/l/HoudiniAIAssistant Would this kind of prompt-based motion generation be useful in your Houdini pipeline? And what would be the most important control features for production use? Thanks, Radu
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  2. May be you can compute a vector field with a direction along the tube and some noises to create point trails procedural_roots_000.hiplc
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  3. Thank you again for reaching out Tesan, in the end the solution, AS EXPECTED, was terribly straightforward: a- correctly spelling in the blast node: @id=`detail("../metadata","iteration",0)` (i was missing the back ticks, stupid me, so the blast node wasn't reading it properly); b- adding a second block begin (if you lay down a for each number preset, you'll get it right away) and set it to fetch input and make it stream down to block end of your loop, and then attach the blast node from a-, so that it keeps the correspondent piece/iteration only, so now you can reference it to whatever you want to do in your "main" stream of the loop. I'm just writing it down so that anybody in the future will solve the problem, still, thank you for you effort!!!! Best wishes!
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