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About chovasie

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  1. Multiple alembic exports in one take

    Hey @Vicvvsh, I was away from desk, so i just got to test it today, with sequential connections of fetch nodes in ROP, and turning off "render timeline" on alembic rops, it worked finally! So far i didn't have problems with memory, but i'll keep it in mind. You saved the day! Thanx, C
  2. Multiple alembic exports in one take

    Maybe i am still missing something, but even if i uncheck that it goes rop by rop. If i add 3 ROP's in merge node in ropnet, it will spit out first one, because it's fast, but will go through whole timeline, than go back to frame 1 and start all over again for next rop. Looks like it does not work. But thank you for suggestion. C
  3. Multiple alembic exports in one take

    Hi Ziyad, Thank you for reply, but that's not what i was looking for. I have complex character setup, with rig, bones, converting that to FEM meshes, than i have 2 solvers, than some SOPs to fix geometry after simulation, and combine meshes... For 1 frame it takes like 30 seconds per frame. To get to final result it needs to go through EVERY node in graph. For debugging purposes i would like to export alembic for whole timeline, but on several places in my graph... So i would like to simulate just once, but to have output of 5 alembics. One on start of the graph, second on converting to FEM to see how my FEM mesh looks like in animation and what im puting in FEM solver. Than after that one more after simulation is one... Than one more after everytning is combined and i have final mesh... But i would liek to have that in one take.. i cant go through 2000 frames, 30 seconds per frame 5 times. houdini already have all that mid steps in process and all it needs to do is to esport allembics in the process.. But i cant find way to do it. Picture would explain better than i did... I can make it to do all rops in batch.. but it will start simulation all over again and simulate all frames for every single ROP. I want all of them in one pass. C
  4. Hi guys, I tried to google and search here, but without luck. I am surprised that i even have to ask here, and that is tricky thing to do in houdini. I have my node graph, some FEM character setup. I want to export alembic for whole timeline but on several points in graph. Before remeshing, after conversion to TET mesh, than after simulation, and after some deformers to get final result. But i want to do it all in one go. Houdini need's to go through all of those stages anyway... is there a way to have alembic ROPS on different places and export them all in one go? I tried with ROP network, to fetch all my rops and merge them.. but looks like it will go through timeline all over again for every rop. Any ideas? is this doable? Thanx, C
  5. Parent bones to data

    Hi, take a look at this video. It's same idea, transfering point transformation to geometry, but i think that some thing can work for joins as well.
  6. Muscle Rig (frankenmuscle)

    Hi Denis, I agree with you. I also had several topics on muscle setups here on this forum, and in the end also figured out that i need to wait for tools to mature a bit, and sideFx give some love to them. I never felt i can have enough control (without mega complex network) with setups that include individual muscles, or i was never able to invest enough time to it. There is not much resources on this topic, where people share their workflows, so you need to figure out all by yourself, and i, personally cant invest that ammount of time right now. I m pretty familiar with Ziva, and have done dozen of really complex characters, so i believe i have pretty good foundation. Also i am finding my way with Houdini, but i wild never consider myself advanced user. But i would expect that it should be more straight forward than as it is now. Where i still using Houdini and find it pretty good is with more simple setups, where i don't have individual muscles but just body mesh, which i convert to FEM and i have driver inside, that drives animation. For that i prefer Houdini better than maya / Ziva due it's procedural workflow. But, im still lurking here, and waiting for more people to get involved and waiting for next updates to finally get my favorite DCC production viable in my workflow and projects. I will take a look at your scene later. Good to know there is more people interested in this topic. Cheers, V
  7. This looks really nice Rob! Glad to see the thread still alive! T-rex sim looks great! Cheers! V
  8. I continued testing muscle / tissue system but now i have some new questions if someone with more experience can answer me. First one is pretty strange. And it's about warning that i get if i reopen scene with Frankeen muscle, that give me message like this : Problem with schronizing child node: Skipping unrecognized parameter "createvarmap" inside connectivity1 node in frankenMuscle. Looks like some parameters are lost after scene is closed, and houdini cant find them on reopen. Scene after that start getting really slow, and usually cant rebuild muscle properly... So it's kind of a problem to continue working on same setup. Other thing that is somehow strange to me is that solve is slowed at least 20 times, if not more, if you have bone object inside tissue simulation. Maybe i am doing something wrong. But i would not expect to get that much of slowing down in simulations like this. One physical muscle, in tissue solve... i get 60 fps solve. twice realtime. If i add just one bone object in tissue sim, it takes 2-3 seconds per frame... Here's simple scene that will recreate both problems... If i open this, i will get 'ceatevarmap' warning... second, if you toggle, 'include bones' in tissue solver, you can see difference in solve time. Someone had same problems with this so far? Cheers, V tissue_with_bones.hip
  9. Hi there, Here's some older scene of mine while i was on the subject. It's pretty simple once you get your head around it, but can be confusing at start. Here's scene with pigHead rigged, as input animation. I used twist deform instead bone rigging to avoid skin painting. After that, deformed mesh is used as input in FEM solved mesh as 'Import_Target_geometry' mesh. Take a look in autoDopNet/geo1/Geometry tab. Also i had to make custom paint, and feed color to stiffness attribute, to make some parts of mesh more stiffer than other. You will see ears, and nose flap more than rest of mesh. So you have it. Rigged mesh, as input, and FEM solved geometry after that, with collisions and dynamics. Also, i am not sure is this best way to do it, it was just some fast test, and my way. It's made in H15.5. I am sure some things are changed now in 16. So you better open in 15.5 version. Once you understand how it works, you can easily translate it to 16. Hope it helps, cheers! C paintStiffness.rar
  10. Muscle controls

    Yes, As John redirected you, custom muscle shape is possible atm. And i must say it works great. You don't need to feed all muscles in "Geometry Sources" of Franken muscle, instead point it to your custom geometry, but leave Rig sources from your input muscles. Also switch to "Physical simulation" so you can use collisions, and give it collider. In this playblast, just sphere behind sternum is collider. This is just fast test after John explained to me, but start to look decent. I still need to experiment with muscle placement that guide my geometry, number and point deform settings, but i finally got some progress. Cheers, V pectoral.mov
  11. John, thank you for reply and making these things clear. So far i am still goofing around with different approaches and trying to find something that i am used to, so i was not sure is "my way", right way to go. I will try with Franken muscles cluster as input, and see what i can get with that. So far i just used one single muscle as rig for my custom shaped muscle, but that was far from what i need. It can work for some muscles, bicep and such, but for multy point attached muscles like pectoral muscles, it cant. Also i managed to make "Ziva" way to work, with FEM muscles, and animated target geometry as input, but that was too much work to do per muscle, and a bit slow to calculate imho. Thanx for help. V
  12. Hi everyone, I started playing with muscle related features in H16 and it looks great so far. But i am not sure is workflow i want to achieve right way to go. I am interested in custom poly modeled muscles, converted in FEM and simulated like that. I spent lot of time working with Ziva FEM muscle system for maya, and i wonder if similar workflow is possible here. Is possible to pin key muscle points to animated bones or other muscles, and have rest of the muscle simulated? I would like to avoid generated muscle rig for input animation and use Physical Simulation mode. Any tips? Picture should better describe what is my aim. Later i would like to use low res simulated muscles to drive hiRes muscle geo, that will deform fascia / skin layers. Cheers, V
  13. Is there a way to transfer color values from vertex on poly object with uv to texture in COP? I would like to source and sample vertex color values from tension sop that i made, and use that in cops to multyply texture driven displacements on places where i have comression in rendertime. I just cant find way to do it. Friend found a way with qlib and uvcloud but i would like to see is there a better way maybe? I can send sample scene if needed Cheers
  14. vopSop time/frame

    Yap i just got back to delete thread..i got it after few min, but you were faster! Thanx anyway! Cheers
  15. vopSop time/frame

    Hi, I was wondering, is it possible to put key frame animated geo in vopSop, and then get for example, point position from previous and current frame? I see there is frame ant time attr in global inputs. But i didnt find a way to use it to get informations that i need. Anyone? Cheers, C