Hi!
I had a presentation on our Pax Dei world generation pipeline at the Everything Procedural Conference last April.
If you're interested in large scale game world generation, procedural techniques, Houdini and Unreal, take a look!
https://www.youtube.com/watch?v=Vlyt8lDx-Zk&t=5s
Houdini AI Assistant - Official Demo (HDA Architect, Debugger, Executable Actions)
Full demo of the Houdini AI Assistant!
Learn more: https://rart.gumroad.com/l/HoudiniAIAssistant
Hi everyone,
We built a page and tool that lets you copy and paste Houdini node recipes from the website directly into any Houdini context. So far we've compiled a small collection of recipes we use in our projects. Check it out here: https://codercat.xyz/cookbook/
So I fixed it.
The issue was quite simple. There was no collision shape for this specific bone. I just had to click on it to create a coll shape, I didnt even resized or moved it. All those shapes doesnt look very optimized though, but it works well for what I need.
Ragdoll_0102.hip
here is one way
you can get bone weights as array using Capture Attribute Unpack SOP and then use VEX to create name attribute for bone with maximum influence
float maxweight = -1;
int boneidx = -1;
foreach(int i; float weight;f[]@boneCapture_data)
{
if(weight > maxweight)
{
maxweight = weight;
boneidx = i[]@boneCapture_index[i];
}
}
s@name = boneidx != -1 ? string[](detail(0, "boneCapture_pCaptPath"))[boneidx] : "";
then promote it to prim and split your mesh using Primitive Split SOP
ts_split_by_maxweighted_bone.hip