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s---70 last won the day on December 10 2016

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  1. Thanks for your answer, first one I got on three forums ;-) The thing is, I want to add Mocap data to the rig which I then want to correct manually. This works perfectly with the hierarchical skeleton I get from Mixamo (I can re-target the mocap data directly to the fbx inside the software "ipi mocap studio"), but when I adding a Mocap rig with the corresponding button of the autorig, I get a python error Error running callback: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "opdef:/Object/Biped_animation_rig?PythonModule", line 8, in createMocap File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.523/houdini/python2.7libs\autorig\mocaprigutils.py", line 23, in new_func return function(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.523/houdini/python2.7libs\autorig\mocaprigutils.py", line 1138, in createMocap mocaprig, hou.session.skeleton = createMocapRig(rignode, skeleton) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.523/houdini/python2.7libs\autorig\mocaprigutils.py", line 704, in createMocapRig skeleton.setName('motion_skeleton') File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.523/houdini/python2.7libs\hou.py", line 5458, in setName return _hou.Node_setName(*args, **kwargs) OperationFailed: The attempted operation failed. Note that the tool tells me to select a skeleton, although there is no real skeleton, so I select a control object and then get this. BTW This is for Houdini 15.5 and after finding out in this thread https://www.sidefx.com/forum/topic/45183/?page=1#post-201893 that the autorig is deprecated I will try again with H16.
  2. 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!
  3. Automatic Presimulation of DOP Network?

    Thx for the reply, what I did in the end was just to set the start of the simulation to -100 and fetch the first frame from the dopimport using a timeshift. Disabling the RBD solver with an enable solver somehow didn't affect my simulation speed at all (even though it was the only one), so this was the simplest solution. Would be great though to be able to simulate a DOP network as a time-independent cooking operation until some condition is met. I hope this will be possible in a future release.
  4. I want to create a digital asset where I need to simulate pieces of a fractured object falling down to the ground to get a plausible initial "lying-on-the-ground" orientation for further processing. Is it somehow possible to simulate until a certain condition is met (for example all pieces are frozen) and then fetch that state as an object merge or something like that? I am sure this is possible with python, but I'd rather take an approach that relies on the SOP dependency analysis alone if thats possible. Any hints would be very appreciated!
  5. FLIP morph custom forces

    I made a tutorial that might be helpful to you some time ago:
  6. Imperfect Voronoi fracture

    so if anyone is interested, this is how I fixed it: attribute wrangle running over detail with this code, ch("epsilon") being a float parameter to control the distance in which near points are searched int npt = npoints(0); int moved[]; resize(moved, npt); for(int i=0; i<npt; i++) { if(moved[i]) continue; vector pos = point(0, "P", i); int pcpts[] = pcfind(0, "P", pos, ch("epsilon"), 100); vector center = 0; int count = 0; int tomove[]; push(tomove, pcpts); foreach(int pt; pcpts) { if(moved[pt]) { removevalue(tomove, pt); continue; } vector posi = point(0, "P", pt); center += posi; count ++; } foreach(int pt; tomove) { moved[pt] = 1; setpointattrib(0, "P", pt, center/count); } } after that a clean with default settings edit: changed the clean afterwards to a simple delete -> delete degenerate primitives and set the tolerance smaller than default, bcause default clean removed some small polygpns.
  7. Imperfect Voronoi fracture

    thx, that helped but didn't fix it in all occurances. what do you mean by 3d tolerance? My approach is now to find nearby points and set them to the same position before applying a clean to remove degenerate prims, but its always a bit of a pain in the ass when you have to find a threshold that works and its not really procedural.
  8. Imperfect Voronoi fracture

    I am getting an almost perfect voronoi fractured mesh, but at some points the edges on the outside just dont match up. I need a perect outside shell for further processing, so can this somehow be avoided? I tried with voronoi fracture points and with a scatter on an isooffset, both methods result in this problem. I could somehow fix this in VEX probably but I'd rather get this right in the first place... voronoi problem.hiplc