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Found 16 results

  1. Hey guys, new to kinefx. I added a skeleton to the upper part of a body geometry, corrected some of the bad deformations and especially straightened the fingers, works great. However, I don't get how I can set this pose as the new rest pose in order to export it properly or even re-target an animation using that pose. What am I missing here? Thanks, Christian
  2. I am working on a simple Kine FX rig and would like to control the tail of an animal by keyframes of a single bone. The animation of the first bone should be transferred to the other bones with a time delay. I have tried to transfer the techniques shown here to my rig: https://www.tokeru.com/cgwiki/index.php?title=HoudiniChops#Stagger_and_offset_bones but unfortunately, I fail to import the channels of the rigpose Node to a Chops Network and link all the rotation values there. Does anyone have a tip for me on how best to go about this?
  3. I am trying to adapt this tutorial by Rohan Dalvi called: HOUDINI KINEFX - 1 - Basic parenting https://www.youtube.com/watch?v=RTNVyGbpwv0&t=917s At around 4:46 he is using a transform node to define the distance between the parent and the child. The tz (transform in the z axis) parameter is used to define the distance from the parent to the child. My goal: I want to create a loopable animation, have the child revolve around a parent one time per animation (rotating the parent 360 degrees results in the child revolving once around the parent), but I want to vary the distance from child to parent in like an oscillating fashion. I want an imperfect circle meaning a changing radius, but create a seamlessly loopable animation. In this example, the child is translated by 3, but my goal is to change this value in a periodic fashion. Let's say between 2.7 and 3.3. Sin wave? 1. I want to have easy control over the the distance between parent and child, without keyframes (I just didn't know what to google or how to adapt snippets of code for my problem) 2. Control the frequency of it happening (x times per animation) 3. The whole thing should result in a seamless loop. Maybe asking for too much, but: Is it possible to have smoothly changing random z transform values, or at least seemingly irregular and make it loopable? I am thinking of something like the wiggle expression in After Effects, which would move a point in random directions but smoothly, and if I recall correctly this was loopable. wiggle(freq, amp, octaves = 1, amp_mult = .5, t = time) wiggle(3,15); https://www.schoolofmotion.com/blog/wiggle-expression odforce_oscillating_transform.hiplc
  4. Hey there I'm trying to do a vellum sim on a small part of a skeleton that I'm importing from fbx. There are a couple of bones in a piece of cloth that I've managed to make look decent with vellum. The problem is no matter what I try I can't make the simmed skeleton work with the skinned model I have in the bonedeform. Right now I'm 1 ) Importing the FBX Character with a skeleton. 2 ) Using FBX Anim import to import a skeleton walk cycle. If I plug it up using the bonedeform now it all works. 3) So I separate out the piece of the skeleton I want to sim (the bones that control the cloth, and I sim them using vellum). Now I want to export a new run cycle with the updated cloth animation, but I just get weird skinning issues or the cloth part not updating at all. Is there a proper way to do this, or am I just attempting something stupid?
  5. Hi everyone. Today I got a big problem with Bone Capture Biharmonic node. Anytime Houdini Calculate to this node my computer has got WHEA UNCORRECTABLE issue. I found some solution but nothing fixed at all. Hope anyone got same problem help me go it out. Thanks This's my system: Intel(R) Core(TM) i9-10920X CPU @ 3.50GHz 3.50 GHz 32.0 GB RAM NVIDIA Geforce RTX 3060 Ti Again, really appreciate everyone if I can kick it away.
  6. Hi all, I'm starting to look into kinefx, and am interested in finding a way to make a simple rig for a line, that would basically allow me to hand-animate the lead point's position and rotation, and the child pts of the line will automatically follow the position and rotation, but be offset. It's basically to control a flying snake-like character... so in concept, in the attached image of this ribbon wand thing, the performer is controlling the lead point of the ribbon, and then getting some beautiful motion as the tail of the ribbon follows that lead motion. My goal is to have a way to hand animate just one lead point, and get houdini to handle the cool spiraling and offset motion for the "tail" of the line. Would anyone be able to share a simple setup showing how to set this up with kinefx? Thanks!
  7. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo SideFx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  8. Title says it - is there any way to have a parented joint not inherit the scale of its parent joint? I tried setting scaleinheritance attrib to 4 both before and after the rig pose - no success. I assume there is a rig vop or wrangle solution. I made a naive attempt of getting the transforms, extracting the scale and replacing it with scale from an inverted transform but that didn't work either. Any ideas?
  9. KineFX creating reverse foot

    Hi, Trying to set up a reverse foot similar to how I learnt to do in Maya but running into some issues. The main issue is parenting and sorting the rig so it works as it should. In Maya I would parent a joint to get its orientation, clean transforms and parent in the hierarchy but KineFX is very different. I am not used to the workflow yet but wont to understand it more. I have attached the hip file of where I am at present. If anyone could advise it would be much appreciated. Kind Regards, Duncan RigIssues.hiplc
  10. Hi guys, I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda. so the problem that encountering is once i go to hda level its showing up all my rig pose nodes. Inside the hda outside the hda it would be great if someone could help with this issue as i just want to see final joints with just exposing the the final rigpose nodes to the user. Thanks, ganesh
  11. Hello Everyone, I started learning Rigging & Kinefx few weeks ago (not sure if that's the right way go) but i'm doing a simple Spine test based on a maya rigging tutorial [video]https://www.youtube.com/watch?v=5mB2NzX-4mM&list=PL8hZ6hQCGHMXKqaX9Og4Ow52jsU_Y5veH&index=5.[/video] Basically trying recreate it in Kinefx So i got my basic spine working but not sure about implementing the individual hip and chest twist.here is the screen shot of the tutorial(SL) and my version(SR). I have also attached the hip file aswell. spineTest.hiplc so I'm stuck in this situation where my hip rotation rotates the whole spine and my chest rotation doesn't have a smooth falloff rotation. It would be great if someone could point me in the right direction to achieve the similar result. Thank you. Cheers, Ganesh
  12. Shape Key Question

    Hi there, I’m importing a rigged Character Creator 3 model into Houdini using the fbxcharacterimport node in Kinefx. The model has shape keys used to control facial expressions. In the geometry spreadsheet, these are showing up as primitive attributes. However, when I select the Rig Pose node, these each become detail attributes. My question is, how can I go about accessing these attributes, and using sliders on them to animate them in Kinefx? Or do I need to use chops in some way?
  13. 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
  14. KineFX to Unreal

    Hello everyone, I'm wracking my brain trying to understand proper export format with Kinefx. Other than a couple seminars, there's not too much information out there that i can seem to get my hands on. Has anyone tried this out? So far I'm just file>export>fbx. Unreal isn't reading any skin data or animation... And I'm not sure how "legit" the skinning and skeleton is with Kinefx anyway... Are there certain attribs I should have? Do I need to import a skeleton separately? Do I export with "force skin deform export"? Do I export with the deform node? I'm still figuring out a lot of unreal importing stuff so I'm new, any amount of help is fully appreciated! Thanks.
  15. ^This is what I'm going for. I'm trying to follow the guide here: https://www.sidefx.com/docs/houdini/character/kinefx/retargetcleanup.html , specifically Example 4: Making a character appear to move and balance on a platform. However, the character seems to be doing almost the opposite of what I would expect. The feet stay planted on the platform, but the upper body leans into the motion even further rather than leaning to counterbalance the lower body. The guide's setup seems very straightforward, and from what I can tell mine is essentially the exact same. I've tried switching out the character, but haven't gotten better results. Is there something I've missed? (The model is Passive Marker Man from Mixamo, but I don't want to upload it for copyright reasons. You can just switch out the model with any rigged fbx though, and reselect the foot joints in the deletejoints1 and fullbodyik1 nodes.) Balance.hipnc
  16. KineFX Alembic export

    I have a simple scene with mixamo animation applied to a character, and added some point level animations (jiggle) however when i eventually try to export it with ROP alembic output, it crashes (the node is able to export any other regular animations without any problem though). The only node that seems to be able to export from kineFX is the ROP FBX character output (which doesn't export Point level animations) is this happening with everyone? does any one know a work around? thanks in advance D
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