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Showing results for tags 'motion editing'.
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Hi all, I've got a motion editing setup happening, but it gets really slow heavy at certain nodes. I was wondering if anyone here could have a look and point out any efficiency gains I could be making? I've been figuring out a workflow for doing motion editing (animation) of my mocap that gets transferred to a metahuman. (Because of issues I was having with Houdini'd retargetting, I ended up doing the basic retargetting in Maya. But I'm doing the motion editing in Houdini) It's all working well - Thanks to madebygeoff for getting me started - I have all the basics in there; fingers and posture correction. I've also got a constraint setup for locking/controlling the right hand. But when I start using it - by turning the blend from 0% - 100%, my framerate drops a great deal - The arm constraint is very heavy when I do use it. Hoping someone here could have a look and make a suggestion or two. I've attached my hip file, plus an example fbx to plug in to the top. 'cheers, Sim MotionEditing_TEST.hip seq_01_t3_Sup.fbx
sim posted a topic in Animation & RiggingHi all, I've looked - but I can't figure out how to pin a hand in Houdini using Kinefx. I've got two situations: -My input motion capture has a person holding a mobile phone with both hands - I need to pin one of the hands to the other hand as they walk around so it looks like both hands are properly holding the phone. -Also some of my motion capture has a bad arm that twitches erratically at times. I'd like to pin the hand of that arm at those times and bypass the twitch. Does anyone have a suggestion of how to go about this. Or point me to where there's good info on this. Coming from Nuance, Motionbuilder, and Maya, what I'm looking for is referred to as pinning (or 'hand/foot constraint pinning') Can't find anything here in Houdini around those terms. -Sim