Jump to content

kroaton

Members
  • Content count

    8
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by kroaton

  1. I feel a bit outside of my comfort zone on this one (and probably biting off more than I can chew), so I thought I'd ask for some advice from some of you more knowledgeable folk: As of right now, there doesn't seem to be a well put together sculpt workflow for the Epic (UE4) MetaHuman Creator rigs. Exporting the head to Zbrush and back to UE4 (while maintaining the same topology) breaks the rig, as the bones will not be in the proper positions anymore and the skin weights will be messed up. Houdini seems to be well suited for dealing with this, but not being a character rigger by trade, I thought it might be worth asking if I'm missing something obvious and if this sounds like a fool's errand. The current idea/ progress: Export a MetaHuman from the Quixel Bridge -> Load in UE4 -> Export the head FBX (with all LODs) Import the MetaHuman head mesh in Houdini, blast the LODs, rig, groom, all attributes, etc. Send to Zbrush -> sculpt while keeping the same topology, prim and point count, etc. Import back to Houdini -> attribute copy back everything from the original mesh (apart from the boneCapture) -> attribute transfer the boneCapture points from the original mesh to the sculpt (this should work well due to both heads having the same point/prim/vert count). Current problem to solve: Move (or lengthen maybe?) the bones based on vertex ID to fit the new sculpt from Zbrush This could be done via VEX: find closest point to the mesh on the bone -> move the pivot to that point -> lerp() from old to new mesh -> move bones based on distance from the closest point's former location to the new location https://drive.google.com/file/d/1DnuNlSOiJZZJ0RmSv5_g_BqSR-VMRxZO - File if anyone wants to play around with this. Questions: Would it be better to move or lengthen each bone? Would using KineFX's IK solver to pull on the entire bone hierarchy as I move the bones closer to the new target mesh location be better/worse than just moving or lengthening them? edit: Will on the Discord suggested using "the old and new geo to point deform the rig. The only trouble would be the bind pose" as a possible option Any other thoughts or ideas? Cheers. /rant
  2. That's not how collisions work in UE4/Unity. VAT is basically a world position offset shader combined with a flipbook. You get the look but no collisions.
  3. Houdini 20 Wishlist

    Things that would make life easier: 1. Reorder multiparam blocks (like this) 2. Bezier curves on ramps 3. VEX multi-dimensional arrays (arrays of arrays...) 4. Solaris network snapshot gallery in SOPS 5. Upgrade COPS so that Houdini can compete with Substance Designer... 6. Destructive modelling suite 7. Fix Touch Designer integration
  4. AMD Ryzen 5950X

    If you do end up buying this setup, check out this RAM overclocking guide. It saved me days of work and it'll get you at least 2-10% more performance.
  5. AMD Ryzen 5950X

    The Hardware section of the Think Procedural Discord seems to be more active and there are a few 5950x users on there as well. Ryzen 3xxx/5xxx perform better with highly clocked memory, so getting the fastest RAM you can afford is usually advisable. Dual rank sticks also perform a bit beter with Ryzen, so prioritize clockspeed, real latency (divide latency by speed, lower is better) and rank in that order.
  6. Houdini 19 Wishlist

    Better PolyExtrude with UV support and self-intersection checks: as demonstrated by Akira Saito
  7. divide surface

    Facet > Make unique points. Exploded View, scale only in the X direction.
×