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Found 249 results

  1. Hi! Corgi the Bentley. Personal artwork. Everything done by me, and blendshapes helped Roman Zabludovsky. Houdini, KineFx, Stock houdini tools for groom, Vellum for sim, Karma for rendering. Originally inspired by works of Vipin Jacob, Eric Guillon and the mood of JB Vendamme portfolio. Personal research of Houdini pipeline here, and 1st full-scale work made on Linux smiley (after all my life on Win) With help & strong support from Roman Zabludovsky, Andrey Belichenko. hi.balbobia@gmail.com — for contact.
  2. I've been trying to engineer this effect that I found in this video, timestamp 19:01. I think I understand everything but I can't figure out how to set up the CHOPs network in order to create this randomised resizing animation. The closest I could get was by animating the internal edges to move in the X-axis at the SOP level and then randomising them and offsetting them inside the CHOP network but they start to overlap each other and it's not as perfect as the initial example video. Any help would be much appreciated. GridShift-01.hiplc
  3. Chops Based Point Level Animation

    I've been trying to engineer this effect that I found in this video, timestamp 19:01. I think I understand everything but I can't figure out how to set up the CHOPs network in order to create this randomised resizing animation. The closest I could get was by animating the internal edges to move in the X-axis at the SOP level and then randomising them and offsetting them inside the CHOP network but they start to overlap each other and it's not as perfect as the initial example video. Any help would be much appreciated. GridShift-01.hiplc
  4. Hey guys, Do you know maybe how to animate an offest in uv transform node using some kind of expression? I`m doing holographic looking stripes and I`d like to make them to be animated automaticly, make control over their speed etc.Or do you know diffrent way of doing this? Best
  5. Hi all, Is there a way I can use a shelf tool python script to select a joint in the rig tree window pane when I have a rig pose SOP selected?
  6. Hi, Let's say I have an Fbx imported animation , this animation has the capture pose and also the animation itself, But the animation doesn't have any T pose in it, so I can't do a proper use of the Rigmatch node, since I need to connect the animation to it as is supposed to. wich route should I take in this case to retarget?? is there something that can be done since I already have the T pose , I imagine placing it into a frame in the animation(How?) or there is another better solution?. ...I keep looking and found the solution at the docs : https://www.sidefx.com/docs/houdini/character/kinefx/retargeting.html
  7. C___proejct_FRIDGE_02_HIP_BALLOON.hipnc - Houdini FX Education Edition 19.0.383 - Python 3 2022-04-08 17-10-36.mp4
  8. Hi new to kinefx and mocap, can't get my character to go for some reason- the arms get all crossed up. Would love some help with this. I want to bind/retarget the character to the t-pose in the first frame of the animation but then loop through the rest of the anim without that frame- can't figure out what my node setup should look like for that. File attached, thanks so much Retarg_Help.zip
  9. Hi, please help with apparently simple vellum sim. I need to progressive release anchor points for a certain group of points. For a fur browned away by wind. I tried to use the i@stopped var, and switch it from 0 to 1 within a mask. But always some strings escapes earlier and I can't understand why. vellum_release anchor points_ask.hiplc Also, why @z_mask from MaskFromGeo doesn't pass through solver. It's value is fine till the solver, and after that it becomes always 1. And the last thing, why some of the points are initialize with @stopped = 3, even I tried to set it up by hand. Thanks vellum_release anchor points_ask.hiplc
  10. I'm trying to make a walk cycle in Houdini using a KineFX rig, and was wondering if there was a way to copy certain keyframes, and paste the mirrored pose onto the other side of the rig. I think blender has a function like this, where you can copy a pose, then paste the flipped version of the pose.
  11. Hi ! I'm currently struggling on breaking constraints. I want my constraints to break if their length is higher than a given threshold. These constraints has to be soft constraints and I have to keep them animated (it's for my work). I tried to break them in the SOP Solver connected to the constraintNetwork, but for a reason it doesn't work at all. I've created hip file to show the problem more clearly. If you dive into the SOP Solver node you'll see that, long constraints get detected, but it doesn't affect the simulation. Break_Animated_Cst.hipnc
  12. Hi. I have basic polyline. Turned into the rig with RigDoctor and animated via Rig Wrangle. I would like to export animation to fbx beacause as far as I understood in order to export fbx animation one needs to use rig system. But nothing works(((. Second question is how to export to fbx copy to points animation. In general I wasn't expecting exorting fbx animation to be so complex. Thanks in advance
  13. Hello all, I try to make a centipede rig that is based on this tutorial from side fx https://www.sidefx.com/gallery/kinefx-spider/ But rather than having only one point for the hip, I have a curve that I copied the pair of legs, so I have multiple hips, everything works perfect except the animation part that he passes the rig from a rig attribute node and then from a transform from path to set point transform, I tried for each loops, I tried wildcards, I tried to run the vop in points and detail, but nothing seems to work for multiple pair of legs, is there a way to pass to set point transform each one of the legs? Thanks a lot
  14. Happy Monday, I'm trying to figure out a way to have each line on copy to points grow as the carve animation brings in that point number for the specific copy... I was trying to transfer the attribute with color but then blending was not working very well. Any ideas or thoughts would be super helpful! Thanks in advance. growHelp01.hiplc
  15. Animating a Spring Constraint

    I'm trying to get these two objects to move towards each other after they hit the ground. Blend solvers are being used to allow the objects to transition between their keyframed positions and dynamic states and I need to add an attractive force which is what the spring constraint is supposed to be for. If I plug it in and doing nothing to it outside of hooking up the constrained object and the goal object it works fine. However, I want to control the timing of it so it can work it into an animation. When I tried to keyframe the spring strength or activation parameters the constraint would stop working or not work properly. Result from keyframing the activation parameter. The objects do not pull towards each other, the constraint just keeps them in place. Node network Does anyone know why this is happening? Thanks in advance!
  16. About "3D Animation"

    https://youtu.be/KvpnsLfyB_U
  17. FFF: Subject 071, Teaser

    Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
  18. Hello, I am triggering animation using a mask attribute, converting the mask to a group, and using a copy stamp to offset when animation is triggered. Using this workflow here by the awesome Matt Estela: https://www.sidefx.com/forum/topic/42799/ Everything works and seems great. What I am wondering, is if theres is a more up to date away of going about this that doesn't involve a copy stamp? Or doesn't involve converting my mask to a group? Ive attached a hip for anyone interested. Thanks you bunch of brainiacs! Trigger_Anim_mask.hiplc
  19. I have a dataset that contains animated volumetric smoke density. The dataset is stored as NPZ files (numpy array save file). How can I load the density of a saved smoke simulation as an animated volume to render it ? For context about the float data in the volumes. This is what simulation number 70 snapshot 150 looks like in matplotlib with a viridis color map, but the data in each voxel are simple float64 values. The other snapshops and simulations look similar. This is how you load a single npz file, if you want to try it with the dataset. It just generates a generic numpy float array. So you could just make a tiny numpy array filled with random data yourself for the purpose of testing like this np.random.rand(3,3,3). import numpy as np def npz_to_nparray(filepath): """ loads npz file from location :param filepath: string to file location :return: numpy array """ data = np.load(filepath) data = data[data.files[0]] # normal strange operations to get the the actual array inside data = np.transpose(data, (3, 1, 0, 2)) # turning the inner array layer outside and rightside up return data[0] I have tried: -I can load the npz files in python and in Houdini's python shell as a numpy array. I dont know how to put the data into a Houdini volume or which file format Houdini needs to import it. -I tried to translate the npz files to vdb with the pyopenvdb libary for python. But after multiple days of trying I am unable to import pyopenvdb. I build pyopenvdb library on windows with vcpkg and cmake, but I cannot import the build package. I setup an ubuntu VM and tried importing pyopenvdb there, but I can not import it. tl;dr: How to import animated smoke voxel data that is currently stored as a 4D python array?
  20. Quick Rig Pose Question

    I’ve been attempting to use the motion effects CHOPs for rotation parameters inside a rig pose sop, but every so often the channel reference breaks somehow. This forces me to redo my motion effect. I’m not very familiar with CHOPs, my question is what would be the best way to go about baking the motion effect’s animation to keyframes so I wouldn’t have to bother with chop references breaking? Thanks.
  21. Hello Peeps, does anyone know how to recreate this setup ? I'm really curious to learn
  22. Hey I'm used to Maya, however I'm falling in love with Houdini and I'm trying to slowly integrate it more in my workflow. Currently I'm trying to integrate some fluid-simulations made in Houdini and export it to a maya scene where all the actors and props move at 12 fps (with the camera (and houdini) being 25 fps) Now I'm stuck with a smooth 25 fps animation of the simulation and I have really no idea how you could 'posterize' it or you know let it ignore every second frame. Not sure if this is the right thread, hope I make sense, sorry in advance!
  23. Universal Wipe

    From 04:00 there is a showcase of this tool. a Is there an asset that you can buy that does that? It seems like a really basic tool and I can't believe everyone is supposed to build it for themselves. I searched tool like that here and on orbolt asset store but I can't find something that would match it. The closest thing I found to do that is MOPs Shape Falloff but you have to manually animate it. Is there a version of it where it's automatically animated.
  24. Hi everyone, today we released our diploma short film "Sanity’s Prison". It is an abstract animation film about the conflict between raw urges and morality. The 3D was done completely in Houdini. You're all invited to take a look: Project of the Months: Sanity's Prison by Aleksej Skrypnik
  25. "Vellum Reference Frame" node usage

    Hello, I've been researching for a while, perusing for a while, and experimenting for a while with Houdini at home. I've been trying to use vellum cloth on a character that is animated, not just with his limb motions but also his location and rotation (center of mass moving about). Sometimes I want the vellum to work with that, say, if he does a flip over a barrel, but if I'm just trying to move him into position (say, stage right) from his starting T pose, I'd really like for the vellum to ignore that positional movement and just use his local joint movement as he settles into an idle/rest pose. I've been given to understand that the Vellum Reference Frame node might be useful for that sort of thing, but the official documentation is short on what values in the data channels would actually suffice, and I'm not sure where to wire it into the vellum node flow. I've been assuming after the Vellum Solver, but I'm not sure on that, and simulations are taking forever to test simple iterative experiments. Do any of you have experience with the Vellum Reference Frame in this sort of context, and have recommendations on how it might be used? Thank you!
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