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Hello friends, So I just wanted to show some of the work I've been doing for the better part of this year now. I figured I would put it up here now as lately I've been working on taking the core API and testing out scenery tools and game asset creation. I'm thinking I need to write a GPU tool set to build the tools I need for that and the next slew of character tools, but that'll take some time to get off the ground. https://vimeo.com/139775212 There's quite a bit more going on then the video shows, but I don't really remember what's going to crash and I didn't want to have to do a second take. The end game of this is creating a simplified pipeline for FEM or possibly PBD solved muscle systems, then being able to take those results and "bake" them into a linearly skinned rig with no extra step of creating two rigs and really great support for LODs. Seamless interpolation and cycling is gonna be a **** to work out though. The biggest tool the video doesn't show is the volume based bone weighting node, it lets you mix Houdini capsules and arbitrary volumes you "extract" off the mesh, then you can use a ramp parm and basic skin weighting tools to really fine tune the weights, then it uses a different method for normalization that guarantees all points get weighted logically but no points have there "user input" weights changed. There's still a bit to get that working, I need to implement single bone weight visualizations as the full skinning is slooww(you'll probably notice the hang up when I entered into the capsule) even being multi threaded there's just a lot of work going on there. Thanks for listening to me yammer on though guys
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