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Found 9 results

  1. 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
  2. I have a curve where I used the parallel transport algorithm to transport the normal along the curve and then I use this curve as a follow curve fora bones chain. My question now is how can I setup up the twist along the bone chain and also make it twist beyond 180 degrees without flipping? (see attached file below) any guidance and examples will be greatly appreciated. Thanks. parallel_transport_curve_framing_03.hip
  3. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  4. Mr.

    Hi, I'm new here, and to Houdini. I've modeled a simple character and rigged him but I can't translate or scale him except by his root null otherwise his skin goes crazy. I've attached the HIP file. I'm sure the fix is simple but its eluding me. Any help is appreciated. after scaling: guy 3d for od force.hip Thanks.
  5. I would like to extract and use rotation values from an IK bone chain to drive the rotation of another bone. What would be the correct way to get this in Houdini. I can see the Pre-Transform values when I middle click on the bone, but how do I grab the values? So far I've been using the blend SOP but I get all kinds of flipping. Is there a way to directly extract IK bone rotation values?
  6. Hi all, First of all let me introduce myself My name is Alex, and I'm a director and one of two vfx artists at, the small but awesome 5 man team at Helmet Films & Visual Effects You can check some of our work here: www.helmet.no We just switched from Softimage to Houdini (like a lot of people) and all ready we are loving it! I've been looking around this forum and you all seem tremendously helpful to eachother, so we're really excited to finally be joining you! Now, on to the issue! We're doing a project with some stone creatures, and I want to be able to control the creatures with simple rigs (i.e. just parenting the pieces to IK driven bones) and then do fracturing and simulation on some of the pieces. As long as I import a regular RBD object the RBD Keyframe Active works like expected, but as soon as I switch to the RBD Fractured Packed Object the world space positions are all messed up. This happens both when I check "Use OBJ Path" and link to another object, and also if I manually animate the position inside the RBD Keyfram Active node itself. It's kind of hard to understand why it's failing, so if anyone has any ideas I'd be very greatful! I've attached som screenshots and the HIP file. Cheers, Alex RiggedArm_RBD_v02.hip
  7. I'm trying to export rotation for a couple of IK bones from chops. I've put down a MERGE node in CHOPS and bussed all the IK chops there. But the problem is it only cooks when I MM click on it. So I go inside chops, MM on it and go back out to my bones and presto, the IK rotations show in orange bkg in the rotation fields... But if I move the IK bone again, the merge node remains uncooked until I dive back in and MM click on it again. Funny thing if I enable export on a simple InverseKin it works properly.... but I need more than just one bone. Am I doing something wrong... or what's the best way to bounce all the IK rotations back to the bones. Thanks
  8. Hi All, I need a bit of help figuring something out. I need to fire a morph (blend shape) whenever the bones have less than 90 degrees (or another specified amount) from each other. How do I get access to the bone info and where is the rotation info I'm looking for. I've looked at the bones and I don't see any such info on the tabs. Thank You PS: Don't know if it makes a difference but I'd like to know for both IK and FK - thanks again
  9. angle between bones

    Hello I am making some simple rigg and I want to measure angle between two bones. I used vector node in chop network but it is not working for me. When I plug boxes/nulls it works pretty well. I am sure it is something with nature of bones. I found some tricks to achieve my goal, but I wonder if there is some simple method to measure angle between two bones.
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