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Found 152 results

  1. I've been researching this topic for some time and can not find any valuable information. I have a character with a skeleton and blend shapes. This character have multiple animations ether on Takes or in multiple files (with HDAs). I can not find any reasonable way to bring this animation to Unity. Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me. Can anyone recommend a proper workflow?
  2. FBX to UE4 no animation data

    Hello! I am trying to import a cached rbd sim to UE4 as an animated fbx, but when I import it to UE4 it says the fbx "has no animation data". When importing to unreal, it does detect the start and end frames correctly (and auto selects skeleton mesh as it should) and create an animation asset but it does not play the animation, only the first frame. I am using Houdini 17.5 and Unreal 4.22 I have attached a simple example file, I am using the gamedev tool rbd to fbx in the out context to write out the fbx Not entirely sure if the issue is on the Houdini side or the Unreal side, any help would be appreciated! fbxtest.hiplc
  3. Hey everyone, just starting out with Houdini and trying to wrap my head around some effects I can produce, but I've hit a big of a snag when it comes to using a solver SOP on my animated model. The idea is that the model will be falling through the sky, and whenever a part of his body passes through some cloud, that part of the body will dissolve into cloud as well. So the the cloud points will trigger the body points whenever they get close enough. I'm using a solver SOP, having the points in the clouds use a PCFind node to trigger an attribute change in the points in the model. However, I have an issue when choosing the Import style for the solver's Prev_Frame. If I use Fetch Geometry from DOP Network, the model's animation freezes (in and outside of the solver) and nothing can proceed. If I use Transform Input Geometry, the animation resumes, but nothing seems to solve from the previous frame. I've attached a version of the file that has the some limited success in making the body dissolve, but the points snap back to the falling body as soon as they exit the cloud, and I have no idea how to proceed. Any clues on how to approach this problem would be greatly appreciated! CloudDive.zip
  4. Alembic packed geometry has a pivot intrinsic which sits on the centroid of each primitive. Is there a way to transfer an object from Maya and maintain the pivots that were set there? thank you and I was wondering if there is a way to
  5. Horse Mane and Tail on Fire

    Hi Guys , I am a newbie to Houdini and I have a small scene with a horse run , I would like to have my horse's mane and tail be on fire, i don't need a big smoke trail tho. was wondering what is the best approach to create this effect and any reference tutorials or hipfiles that I can look at to get an idea for this . any advice is helpful. thanks
  6. Hello, I'm trying to transfer point color from static object to an animated one. the color does transfer however the red marks seem as if they're moving not with the animated poles. the two objects are identical. houdini 16.0 . 2019-04-01 09-20-18.mp4
  7. SideFX Houdini Masterclass - Louis-Philippe Clavet Following the Everything Procedural conference, Breda University of Applied Sciences will host a two-day SideFX Houdini Masterclass by Louis-Philippe Clavet. This is an unique opportunity to learn, experience and get acquainted with one of the most versatile procedural content generation tools. Day 1: SideFX Houdini - Procedural Animation Houdini has long been known for its great ability to reproduce the motion of many natural phenomena through its dynamic operators. Even if they are fantastic tools, some movements are hard to generate with these systems. A procedural animation approach seems to be a great alternative to infuse life into a cg scene when artists need more intuitive ways to bend motion to their will. Through skillful attribute manipulations and a clever use of CHOPs, you will experiment what can be put into motion with a limited use of dynamic simulation and keyframe animation. This masterclass is a collection of test scenes built to showcase the versatility of procedural animations in Houdini. It is intended to Houdini users of all levels, but requires a good knowledge of how to navigate the software and its interface. Day 2: SideFX Houdini - Procedural Dependency Graph (PDG) Discover the new context introduced in the most recently announced version of SideFX Houdini. Houdini now offers us a visual management system that handles all tasks and all dependencies in which TOPs (Task Operators) are the new set of nodes tailored to improve workflows and pipelines. Learn how to deal with the challenges of creating and working with a great amount of data. Experiment how this system can also help artists to automate tasks that they do on a daily basis. This masterclass is an overview of the new technology. It is intended to Houdini users of all levels, but requires a good knowledge of how to navigate the software and its interface. The Masterclass is a two-day event (both 9:00-17:00) and takes place on Thursday April 25th and Friday April 26th. The Masterclass will be hosted in a workshop setting with live presentations, demonstrations, hands-on experimentation and exercises. You need to bring your own hardware (laptop is sufficient) to be able to actively participate. http://everythingprocedural.com/ https://twitter.com/everythingproc https://www.facebook.com/everythingprocedural
  8. I'm having a problem with a RBD simulation. I followed Applied Houdini Rigids 3 for the setup and everything finally worked. Now I would like to work on an actual scene, using an animated alembic instead of animating in houdini with a null. But I can't see what to change or to adapt in the setup to get Houdini to read this animation and make the switch to physics work like in the original setup. Importing my abc and switching every cache to store a frame range instead of a single one might mess with the constraint system, any ideas?
  9. Hi ! I'm pretty newb in Houdini and after a few months of training myself I'm trying now to create my own setup. Here I want to move points from a grid randomly to x or y position. A random value is generated every seconds to change the direction and the axis of the next move of each point. I already understand it must be completed with a solver sop, but I can't understand why amplitude is multiplied when I move points into the solver. I need to scale down a lot the movement. Anyone can tell me why ? Or just take a look to my project file here. Could be nice to have a little help to understand this issue. Thanks Dot_Grid.hiplc
  10. Keyframed Grains

    Hello! I'm a new user of Houdini and I'm trying to do a stuff like this (https://gfycat.com/aptdishonestcow), using a fbx animated character. Im using grains (granular solid) to do the simulation, but i don't know how to start the simulation only at the desired point (The character start running and falls on the ground. I want to enable just when he falls) Someone can help me to do this step by step?
  11. Senior Houdini Artist (Remote)

    Artist Michelle Lopez is seeking a part-time temporary mid-senior level animator to modify an existing 360 degree animation of an explosion depicting moving debris. Seeking artist with 3-5 years production Houdini experience and 1-2 years Nuke experience for 1-3 weeks of remote work, freelance flexible schedule. The video will be one aspect of an immersive video and sound installation to be presented at the Franklin Institute Planetarium in Philadelphia. The video brings together cultural iconography, the aftermath of violence and visualizations of entropy. Please reach out with reel/resume to michellelopez@me.com In-process, low-res version of animation:
  12. Auto Roll

    I'm trying to create an automated ball roll... I found some helpful tips online but am still struggling to get it to roll correctly. Attached is what I started... I'm wondering if there is an easier way to rig this? Maybe through a sop solver. Anyways any help is much appreciated! Thanks, AutoRoll01.hip
  13. detecting keyframes with pyton

    Hi Guys I have a very specific request from an animator working in houdini. He wants to have all his animation curves on the objects being animated, he doesn't want to be worrying on parenting or constraints. Right now I have a working tool which it is looking at the values of a source object and keying them to the same parameters on a target object. No problem. But if I wanted to minimize the amount of key frames being created, how would I do that? I can't seem to find a python function for "if key frame present, then..." So my question is, is there a way in Python to detect key frames and execute a function only when one is detected? Any help would be appreciated.
  14. BlackGinger is looking to hire experienced Animators for Feature film creature and character work within our Houdini Pipeline. Both permanent and contract positions are available starting early February 2019. Creature Animator Responsibilities Animate creatures, characters, digital doubles, vehicles and other moving elements Take direction from project supervisor and animation director Work autonomously within a predetermined timeframe Work closely with the rigging team to enhance rigs for production Collaborate with the development team to improve the existing animation pipeline Requirements and Skills 3+ years CG experience animating for TV/Film preferably, but not necessarily, in SideFX Houdini Strong understanding of animation principles, procedures and fundamentals Strong experience in body mechanics and physics Further understanding of cameras, cinematography and editing is beneficial Willing to relocate and work at our offices in Cape Town Please email jobs@blackginger.tv with the subject CREATURE ANIMATOR. Include a link to an online showreel and CV. DO NOT INCLUDE ATTACHMENTS! Reels must be accompanied with a detailed shot breakdown.
  15. sinus loop/cycle

    Hey everybody, I am trying to make a simple sinus animation loop in a seamless way. If I am not mistake it should somehow work with combining sin($F), $FPS and $FEND is that correct? Unfortunately I was not able to figure it out so far and it seams like it is not as easy as I thought!? Thank you!
  16. ÖBST

    Hi everyone, Herer's a little personal project I did over the last year. No keyframes where used for the animation. Each movement is generated through physical simulation or procedural noise. The Bananas and Pears are done in H16.5 using CHOPs controlled Bones and then fed into a FEM simulation. All the other fruits are done using H17 and Vellum. ÖBST: "How would fruits move if they could?" Hope you like it.
  17. dynamic bones

    I'm working on a project where I need to hand animate a snake-like character doing spirals and twists. Investigating approaches, I came across this video, where the guy basically gives a bone chain wire dynamics, and is able to get some really nice overlapping tail motion, just from animating the root of the chain. At 9:00 of the video he starts to add dynamics, and you can see the animation effect I am trying to achieve at 12:50. My goal is to find the easiest way to get overlapping tail motion, by animating just the root. So far I'm just trying to get a wire to behave nicely and not explode from a simple sine wave animation, nevermind getting the bones to move with it. Any rigging experts have advice on how to approach something like this in Houdini? Thanks!
  18. Hi Everyone, Wanted to share a little person project I'm working on. Nothing too special but its got some neat ideas in it. The idea is to have a bunch of cubes sitting on the ground that will spontaneously "erupt" into a few more cubes. (Now that I think about it its a similar idea to the multiplying treasure in Harry Potter). I've got a crude but effective setup going. I think its got the basics in place and it seems to be somewhat stable. I didn't like how bland the actual "eruption" was looking so I've been working on a way to add some flair to it. At the moment I've got a simple hand-made animation done using two transform nodes. I then take each of the cubes, transform them into a specific place and orientation, run them through the transform nodes with a delay to get the animation, then transform them back to the original position. The transformation is mostly done through VEX. Transforming the pack prims in the right way turned out to be much more involved than I expected but now that its all actually done its not too difficult. The above animation is not integrated with the bullet sim. Its just a proof of concept to make sure that I can actually instance an animation to the cubes while taking into account their various orientations. The next step is to get the hand-made animation working within the DOPs sim, which I don't actually think will be as bad as I initially thought. Though time shall tell. The scene is a mess at the moment so I'll clean it up and post it along with some more detailed notes at a later date for those that are interested
  19. Bone border problem

    Hello Houdini masters! Can I ask You, I cannot find any tutorial where is explained this problem: I creaded animation of lets say snake (pipe), but I have problem on edges of animating bones, because it creates me the deformations. Is there any operation, which will make gradient more smoother on those edges. Basically something what will make those connections sofness, or smoother? I hope its understandable, from my question, maybe try to check uploaded file. Thanks for your help cheers! problem.hip
  20. For the folks out there looking for a way to do motion retargeting inside houdini, here´s a tease for a tool that has being working for 2 years now! In a couple of weeks I will share more info about how it works, since I don´t have plans to release it, but I will help anyone who wants to do the same - the tool doesn´t have fancy a algorithm, but works very well. https://vimeo.com/299246872
  21. Have built a decent rig for a Bat Model but cannot figure out how to adjust the capture weights once the Mesh is captured onto the Bone Hierarchy. Whenever I select the “Edit Capture Weights” tool it keeps saying I have no selected Captured Geometry, but I do have my mesh selected. I just want to adjust the Weights of my rig to get a better animation result. Help Greatly Appreciated! Bat-1.hiplc
  22. Animated Mesh on Vellum

    Hey guys, is ti possible to put an animated mesh, with changing point count, on Vellum? This is what I need to simulate: Scene file is attached RnD_Embroidering_v202_odforce.hip
  23. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  24. Hi, It seems that generally when animating objects in scene/object level, you are only able to animate variables globally. I have a scene with a spinning propeller, and this spinning propeller needs to rotate around its own axis, while being placed in a certain spot in the scene. How is this achieved? All transforms in the scene are global space, so if you need to rotate the object 30 degrees on the X axis, the Y axis will not follow the local transforms and the propeller will spin sideways in circles. Followup question: I briefly had a teacher from Lost Boys school of VFX and he showed me how to properly load animation data into a dopnet. Unfortunately I was just starting out with Houdini as he showed me, so I did not catch the method. I gathered that this should not be done in sop-level ('Use deforming geometry'), and rather with motion / 'RBD keyframe active' operators in the dopnet -- how do I load in my animation data, so the velocities are correct with proper interpolation? Thank you,
  25. Hey everyone, I'm happy to introduce Bullet Breaker Core, a toolkit for easy animation of bullet simulations. Link to Bullet Breaker toolkit -> gum.co/hTnq The purpose of Bullet Breaker is to allow for easy animation control of fracturing objects inside of Bullet simulations in Houdini. Bullet Breaker Core comes with digital assets to allow for ease of use in setting up and visualizing Bullet Breaker attributes. Bullet Breaker Core also comes with a brief tutorial which goes over how to setup bullet breaker compatible fracture geometries. Bullet Breaker Core does not use Houdini constraints and while it is possible to use Bullet Breaker with Houdini Constraints it is not meant to be used with Houdini constraints. Includes the demo scene file and all digital assets! Hope people find this toolkit useful! You can reach me at trzankofx@gmail.com for questions or comments.
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