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jasoncartiver

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About jasoncartiver

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    Peon

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  • Name
    Jason
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    United Kingdom
  1. Awaken - Masters Project. A VFX Piece.

    Hi everyone! Thank you very much for the comments. Almost all 3d stages were done in Houdini. Maya was used for image baking projection so I can fix some of the textures in PS. And 1 or 2 pieces of the character was modeled in maya on my mac to begin with(save time as I am modeling in Houdini on the linux) then in houdini there were MAJOR adjustment to what it is now. So is the ship. Maya was used for the initial model of the ship which was insanely modified in Houdini to split into two for the last 2 shots before going to zbrush for texturing. I'm really glad u guys like it. Cheers! jason
  2. This VFX piece is a final completed masters project I have done in Bournemouth University. I have touch it up alittle after the submission like adding fire and tweaking some of the grade. etc. This is the link to the breakdown. Software used include: Houdini for all 3D. PFTrack for tracking. Zbrush & Photoshop for texturing. Maya for image projection baking. Nuke for compositing. After Effects for motion graphics & final output. Music is by Moby "New Dawn Fades" Hope you guys like it! Jason http://www.awakenmastersproject.blogspot.com/​ http://www.jasoncartiver.com/​
  3. jerkynesss on keyframe for shoulder on forearm

    Hi, I sort of solved the problem now. I increase the tracking threshold in the IK of the forearm and the jerk went away. Thanks for the reply.
  4. Hi! I have recently rigged a character in Houdini. I was a Maya user and so I've use kinda the same methology to rig my character in Houdini. However, I encounter a problem while animating that I don't know how to solve. The problem is when I keyframe the shoulder and the forearm area starts to have little jerks happening. I tried all methods to solve it like put the hand joint back into the forearm joint but it jerk all together. I might have approach it wrongly. Anyone has experience with shoulder to hand rigging in houdini?
  5. exporting camera to nuke?

    Hi everyone, I am trying to export my camera to nuke however I couldn't find anywhere where I can export the chan information to Nuke. I have tracked my shots in pftrack, however I made some fixes in the cam itself in 3d(Houdini). So now I would need that cam info in Nuke too. Any help would be great!! Thank you! Jason
  6. Hi thanks for the link! What they are suggesting is using hscript right? How can I specify the output directory? And also, I am looking at hrender which seem to be able to do it like Maya Batch render somehow.. Does anyone knows how to set it up? And also, I like to find out about IFD format. I know that IFD format is a file that describe the scene. However IFD has to be output from the hip file before we can use it in rendering. My question is, does outputing IFD file speed up our rendering process and also is it only use in render farms?
  7. Houdini with Renderpal

    Hi! This is great! But what does -v and -d mean? you put -d your_ROP. So basically, your_ROP means the name of your mantra render node? And then next is the path to the Houdini file that needs to be rendered. So how can I put in the image output path? Thank you! Jason
  8. Hi everyone! Would anyone know how to setup a batch render for Houdini like how it would be to setup render flags in Maya? For example, This the render commands I input in a executable file in Maya to run in Terminal. render -r mr -proj Volumes/graphic_bank/projects/NEA/3D/ -rd /Volumes/graphic_bank/projects/NEA/images/June30th/cigar scenes/cigar_shot/cigar_shot.02.ma render -r mr -proj Volumes/graphic_bank/projects/NEA/3D/ -rd /Volumes/graphic_bank/projects/NEA/images/June30th/wrapper scenes/wrapper_shot/wrapper_shot.01.ma For each line, it will render like say for example 4 passes that was setup inside it. However for houdini, what are the commands to set something like this up? And also, when it render, does it just use one mantra node or all the mantra nodes that I connected? And what if I have a mantra node that is not connected in the chain? I would assume that in the render command, the user should be able to specify which mantra node to render? Thank you! Regards, Jason Sorry, I posted this in general which I realised later that there was a render sub forum!
  9. Hi everyone! Would anyone know how to setup a batch render for Houdini like how it would be to setup render flags in Maya? For example, This the render commands I input in a executable file in Maya to run in Terminal. render -r mr -proj Volumes/graphic_bank/projects/NEA/3D/ -rd /Volumes/graphic_bank/projects/NEA/images/June30th/cigar scenes/cigar_shot/cigar_shot.02.ma render -r mr -proj Volumes/graphic_bank/projects/NEA/3D/ -rd /Volumes/graphic_bank/projects/NEA/images/June30th/wrapper scenes/wrapper_shot/wrapper_shot.01.ma For each line, it will render like say for example 4 passes that was setup inside it. However for houdini, what are the commands to set something like this up? And also, when it render, does it just use one mantra node or all the mantra nodes that I connected? And what if I have a mantra node that is not connected in the chain? I would assume that in the render command, the user should be able to specify which mantra node to render? Thank you! Regards, Jason
  10. Referencing a character into a scene

    I see. So thats how it works. Thank you Michael!! Appreciate it! Basically all the animation controllers that I want to give the animator has to be added as a parameter on the Asset node right at the top and param has to be relatively reference to the controller itself. And as I work on my stuff, I realised I have put the controllers within a NULL so I can hide and unhide them as I do my animation. I'm not sure if its too late to change the controller groups within my HDA? And also I tried to add a scale controller on top of the HDA, it doesn't seem to pass over to the OTL files. Puzzles me a huge bit! Can anyone advice me on that bit? Thank you very much! Jason
  11. Project setup - pipeline in Houdini Help!

    Thanks for the replies guys. Appreciate it. I am just wondering, is there a default project settings where the software automatically creates empty folders for you in Houdini just like Max and Maya? If not, How is everyone's project folders sorting like? I am sorting my stuff like I how I sort my maya stuff(the default folder setup that maya gives).
  12. Referencing a character into a scene

    Thanks! I've uploaded it to yousendit as my webhost doesnt allow me to login which is really strange. here is the link. https://www.yousendit.com/download/dklyV0o1Y3lRWUt4dnc9PQ Inside the file is a test animation. And the original file without being converted into HDA. And a original HDA. And a modified HDA which I wanted the animation file to be updated to. Its still not working and I think its some settings I missed. But I don't know which one is it. When I tried to click latest Definition, nothing seem to happen to.. Hope someone can help me take a look at it and point me in the right direction! Thank you!! Jason
  13. Referencing a character into a scene

    Hi I tried what u said but it didn't work when I click latest definition. Basically nothing happens in my scene. And also all my shaders don't seem to be appearing too. Extremely puzzled right now! My controllers are within the DA. but its at the top level of it. I think the problem is I don't know how to refresh the OTL file... Would posting my file here help? Or anyone has an example file that I can see? Any help rendered would be greatly appreciated!!! Thanks alot! Jason
  14. maya vs houdini

    Hi guys, What about referencing? In Maya we can reference characters, props, and environment into the scene where the animator animate. Can we do the same in Houdini? I tried digital assets but it removes all my keyframe when I refresh my objects. Been figuring for two days and I still can't figure out the equivalent in Houdini. Anyone can shed light on this?
  15. Rig and Animation in Houdini

    Hi! I just saw this post and I am glad there are people who work on character animation stuff in houdini on a production pipeline. I am especially curious on how the workflow is in a production pipeline, especially things like how a rigger can work concurrently with the animation team. How does a rigger update the rig and then it updates on the animation side? I tried file reference in the geometry but it only takes in .geo file. And I tried Digital Assets but the animation key frames gets taken out upon refreshing of the digital assets which it seems like its call "Match Current Definition". I am a complete newbie in Houdini but trying to make things work in a flow like how I setup things in Maya. Like there will be a rig in a reference folder where the character rig and and environment is, and animators will reference these into their animation file and work on it and if they discover bugs in the rig, they can feedback to the rigging team and get that fix and then update on the animation side. So how does one do it in Houdini? I am pretty stuck right now because of this... so hopefully I can get some help on it! Thanks in advance! Jason
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