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Showing results for tags 'facial'.
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Hello everyone, I am trying to apply facial autorig on a head geometry, but I can't generate a character mask after fitting the polygonal cage on the face. I get this same error on my Houdini console every time I click on the "generate character mask" button: Traceback (most recent call last): File "C:/PROGRA~1/Side Effects Software/Houdini 17.0.459/houdini/python2.7libs\autorigs\modules\advancedFace\advancedFaceGuideOptions.py", line 292, in onGenerateCharacterClicked self.model.generateCharacter() File "C:/PROGRA~1/Side Effects Software/Houdini 17.0.459/houdini/python2.7libs\autorigs\modules\advancedFace\advancedFaceGuideModel.py", line 120, in generateCharacter fxn() File "C:/PROGRA~1/Side Effects Software/Houdini 17.0.459/houdini/python2.7libs\autorigs\modules\advancedFace\buildAdvancedFaceGuide.py", line 156, in generateCharacter self.characterguides.generateCharacter() File "C:/PROGRA~1/Side Effects Software/Houdini 17.0.459/houdini/python2.7libs\autorigs\modules\advancedFace\character\buildCharacterGuide.py", line 122, in generateCharacter self.bakeCage() File "C:/PROGRA~1/Side Effects Software/Houdini 17.0.459/houdini/python2.7libs\autorigs\modules\advancedFace\character\buildCharacterGuide.py", line 173, in bakeCage idx = bs_idxmap.get(edit.name()) AttributeError: 'NoneType' object has no attribute 'name' By the way, this is what my polycage looks like, just in case there anyone notices something I'm missing:
Hi everyone, I'm usualy a maya user and I'm starting to use Houdini at a personal level for the moment. My goal is to try to do a complete character facial Rigg and I'm gonna need some help I think. I usualy do a combination bones/skinning and blendshapes. I'm wondering how to mix different shapes and apply a corrective blendshape on a combination of 2, 3, 4 blendshapes for example. I saw how to connect basic blendshapes, the problem is how to call a third blendshape when you activate two shapes ? And is there a tool that enables you to sculpt a mix and extract the corrective blendshapes? Do I have to do this manually but substracting the shapes on my mix to get the corrective shape and make an expression that activate blendshape C(corrective) when mixing blendshape A and B ? The way I use to do that was by using a plugin call BCS for maya. It enables you to easily split and mix several blendshape and that what I'm looking for in Houdini. It may not be the right philosophy to try to do this way so If anyone have some experiences in this area or some advice that would be very much appreciated. Have a great day and hope to get some feedback. $ Cheers,