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Showing results for tags 'animation editor'.
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So I recently stumbled onto the Motion Path Handles Tool which allows you to visualize your animation curves in 3d space and also edit your keyframes in 3d space as well. I absolutely love this feature but from what i've read and experimented with it only seems you can get this Motion Path Handle UI tool at the OBJ level as it requires you to have the Pose mode selected on the left hand side of the Viewport. I was hoping someone could help me find a way to use this Motion Path Handle tool at the SOP level for a kineFX rig on say a rig pose node or something. If nothing like this exists at the SOPs level yet maybe we could brainstorm a way to either get something similar working at SOPs level, or how to procedurally import joints up to the OBJ level to be controlled with Nulls and therefor could use the Pose tool and the Motion Path Handle animation UI at OBJ level still. Motion Path Handles: https://www.sidefx.com/docs/houdini/basics/motionpath.html
Hello I am trying to do something really simple and I am finding it to be quite hard. I am trying to rotate a box so that it carries momentum and settles down naturally as if it had mass. I have included a .hip file where I have attempted to do this manually but it is not the best. I am struggling to get the animation editor to behave and I have to keep closing and reopening Houdini as the Animation editor and the viewport are not marrying together. If anyone knows why this is or if there is a better way of doing this, (I have tried motion fx (spring)/chops but it failed miserably) I would be very appreciative. I have come a long way in this wonderful program but for some reason the animation editor feels really clunky in comparison with the rest of the program and I don't know if it's something I am doing wrong. Thanks dampened animation.hip