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Found 35 results

  1. Hello there! When I click "Bone1", Ragdoll collision shapes adds a collision node to point0. The same happens when I click Bone2, Bone3 or Bone4. How do I add collisions to Bone1 .. Bone4? Should I click respective joints 4, 7, 1 and 8? But that does not seem right. The node configure joints is similarly puzzling. Does the image bellow mean that the Bone1 will move only in the cone displayed by the sphere? I've noted in a yellow color valid positions that I imagine.
  2. Hi! Corgi the Bentley. Personal artwork. Everything done by me, and blendshapes helped Roman Zabludovsky. Houdini, KineFx, Stock houdini tools for groom, Vellum for sim, Karma for rendering. Originally inspired by works of Vipin Jacob, Eric Guillon and the mood of JB Vendamme portfolio. Personal research of Houdini pipeline here, and 1st full-scale work made on Linux smiley (after all my life on Win) With help & strong support from Roman Zabludovsky, Andrey Belichenko. hi.balbobia@gmail.com — for contact.
  3. i have a walking cycle motionclip and a head turn motionclip. How can i have a walking cycle with the tun head animation applied? I just want to apply the head animation from the 'head turn' to the walking cycle essentially. must be pretty obvious but i am quite new at this and struggling with the basics
  4. Hey all, I'm trying to match the animated detail attrib from the mocap stream to the blendshapes in the mesh via the characterblendshapes. I've managed some vex to match some of the channel names. Is there some sort of wrangle that would match the detail attrib to the blendshape? Or am I missing a step? Thanks in advance, this is my first time messing with blendshapes in this way.
  5. Hi all, Is there a way I can use a shelf tool python script to select a joint in the rig tree window pane when I have a rig pose SOP selected?
  6. Hi , I'm doing this arm Rig, I need to transfer the wrist rotation around it's axis to the rotation of two other bones that are parent to the forearm(white Line), I'm trying to do this in the rig VOP I need to get the ROT 0 Value(The rotation perpendicular to the axis form the wrist to the forearm), I try to much time to find the right nodes, some ideda to hunt for this value would be awesome. with that Value I'll by able to do the rest with the get and set points. if there is other Vex or Sop KINEFX way of doing.. anything that can get me going on this problem , thanks!..
  7. Hi, Let's say I have an Fbx imported animation , this animation has the capture pose and also the animation itself, But the animation doesn't have any T pose in it, so I can't do a proper use of the Rigmatch node, since I need to connect the animation to it as is supposed to. wich route should I take in this case to retarget?? is there something that can be done since I already have the T pose , I imagine placing it into a frame in the animation(How?) or there is another better solution?. ...I keep looking and found the solution at the docs : https://www.sidefx.com/docs/houdini/character/kinefx/retargeting.html
  8. Greetings, How can I select multiple bones(KineFX) and rotate each of them in the local X-axis in a procedural way? What I mean is I can select them in 'rig_pose' manually one by one, but in my case there are several hundred bones to select and rotate. I hope that this could be automated. Also, another related thing that confuses me: if I select a bone(KineFX) in 'rig_pose' and rotate it in the X-axis in local space, the rotation (in the properties) appears in global space, so instead of(x:30, y:0, z:0) (which will be the same for all of the bones), it is different for each bone. So I have no idea how to automate this as well.
  9. Hi new to kinefx and mocap, can't get my character to go for some reason- the arms get all crossed up. Would love some help with this. I want to bind/retarget the character to the t-pose in the first frame of the animation but then loop through the rest of the anim without that frame- can't figure out what my node setup should look like for that. File attached, thanks so much Retarg_Help.zip
  10. i have an animated quadruped rig with some feet sliding issues. I am trying to use the stabilize joints SOP but i don't have goal or twist control. How can i generate those? geo.FBX rig.hip walk.FBX
  11. Hi all, I'm working with a character .fbx imported from another package, and need to extract the painted weights for a specific bone to a point attribute to use as a mask. Right now i'm using the labs Name from Capture Weight node, which unpacks the weights and saves the name of the bone that has the highest influence on a point to string attribute by just returning the first entry. Then I use the following vex to do a search for a particular bone(s) in that string attribute, something like "eyelidLower*": string term = chs("search_for"); int found = match(term, s@bone); @mask = found; that returns 1 for all the points that match the term so i can a linear mask, but I want to return and sum the actual weights - is this possible? Many thanks
  12. I'm trying to make a walk cycle in Houdini using a KineFX rig, and was wondering if there was a way to copy certain keyframes, and paste the mirrored pose onto the other side of the rig. I think blender has a function like this, where you can copy a pose, then paste the flipped version of the pose.
  13. Hi. I have basic polyline. Turned into the rig with RigDoctor and animated via Rig Wrangle. I would like to export animation to fbx beacause as far as I understood in order to export fbx animation one needs to use rig system. But nothing works(((. Second question is how to export to fbx copy to points animation. In general I wasn't expecting exorting fbx animation to be so complex. Thanks in advance
  14. Is it possible to stabilize Mocap data with Kinefx? I have a dirty mocap that floats off the ground place I tried to use Stabize joint to no success, are there any methods to fix this issue... I have watched some tutorials but none really covered this aspect of cleanup... any help would be much appreciated. Thank you.
  15. Hi guys, I have a rigged character and two motion clips. Now by using KineFX I want to apply the motion clip "A", to the lower part of the body, and the motion clip "B" to the upper part of it. Is it possible? I watched several tutorials but I couldn't find what I need... Thanks for helping.
  16. Hello all, I try to make a centipede rig that is based on this tutorial from side fx https://www.sidefx.com/gallery/kinefx-spider/ But rather than having only one point for the hip, I have a curve that I copied the pair of legs, so I have multiple hips, everything works perfect except the animation part that he passes the rig from a rig attribute node and then from a transform from path to set point transform, I tried for each loops, I tried wildcards, I tried to run the vop in points and detail, but nothing seems to work for multiple pair of legs, is there a way to pass to set point transform each one of the legs? Thanks a lot
  17. Hi, has anyone been able to successfully match the Mocap skeletons from the CMU database to a Mixamo skeleton? I've been trying for days overall, trying all sorts of combinations and tutorials but I end up with twisted skeletons and arms all over the place. I think it has something to do with the CMU skeletons having their shoulders inside on top of the next points wheras the Mixamo ones are in normal shoulder positions, but using rig match pose nodes to move the points around hasn't helped here. Have watched a lot of tutorials multiple times including the ones by Parker Coleman on Youtube which are great, as well as a few official SideFX ones, and I've learned a bit about Kinefx in all this but not enough to get there. Thank you.
  18. Looking for H rigger kinefx/cartoon

    Hi! My name is Gosha, I'm rigging / animation director in own studio/agency. I'm looking for rigging partner for our studio. 1st job is to re-create such Qwill snail rig in Houdini: Desired rigging skills style remind Rok Andic approach; (he told me he is busy that's why I'm still in search mod for long terms with cool rigger) I'll provide original Qwill rig descriptions; With selected candidate I'll share original maya rig where you can check base mechanics and current issues to think avoid such in new Houdini rig; Ideally if you're be familiar with Move Along Curve rigging approach (like in Ozone by Rich Hurrey); I already have cool animator who is capable to animate it all That your rigging job will be animated well and you can take in into your portfolio. $$ reward discussible, feel free to suggest your rates. hi.balbobia@gmail.com telegram @digitaldosyanich
  19. Quick Rig Pose Question

    I’ve been attempting to use the motion effects CHOPs for rotation parameters inside a rig pose sop, but every so often the channel reference breaks somehow. This forces me to redo my motion effect. I’m not very familiar with CHOPs, my question is what would be the best way to go about baking the motion effect’s animation to keyframes so I wouldn’t have to bother with chop references breaking? Thanks.
  20. 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
  21. 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?
  22. 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
  23. 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?
  24. 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.
  25. 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!
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