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Found 33 results

  1. I use Houdini for effects, I don't know much about character rigs. I have a human skeleton (Houdini bone objects), no geometry. I need to create a simple stand-in geometry for the skeleton (put some simple "flesh" on the bones). My plan: go through each bone, and assign either a tube or a "capsule" (a soft tube, like the one used for capturing geometry), that matches the bone's transform/scale. I can write a Python script, but I thought I'd ask first, in case there's a Houdini tool that can do it, or someone has an existing solution (basically I want the opposite of an "auto-rig", where you start with geometry and create a skeleton for it)
  2. Hey guys! I'm trying to learn character object level (not KineFX) rigging in Houdini. Unfortunately, I find this topic a bit difficult for me, but I still want to learn it. U may ask why? Because I like it, I find it fun:) I already watched a lot of tutorials like Michael Goldfarb rigging series, which I think are good, but I still struggle to go beyond that series. So I would like to ask, if you have any spare object level character production ready rig, better with face rig, that u could provide me for education purpose, so I could decompose it and learn. Please excuse me if u find my request a bit inappropriate, I understand that not many people would share openly their rigs. The problem is there is no many character rigs of good quality for Houdini. Thanks in advance, and dont hit me hard!:)
  3. Why Bullet sucks at Car rig?

    Why difficult to the constraint when using Bullet Solver. I tested in C4D's Bullet Solver. it was superfast to rig dynamic car. The result was Impressive. In Houdini, Standart RBD Solver was easy to constraint. In my mind, I want to Crash many cars in my scene only use a bullet solver. Any Pro guys, Can you do in Houdini? Thank you. Here is how I ***** up the scene. Car_Crash_v001.hip
  4. So far I've only used Houdini for effects so I don't know anything about character rigs. I need a simple, posable mannequin (with fingers). I don't mean a character with a connected skin, just a stick figure with cylinder- or capsule-shaped limbs (head, chest, arm, forearm, thigh etc). In Houdini, is there some ready-to-go mannequin of this kind? Or a standard biped bone rig (with fingers) which than I can "autorig" relatively quickly with cylinders / capsules? Thanks.
  5. Agent mesh modification

    Hello, How can I modify the mesh (or skin) of my agent, I did some modification but I don't know how to integrate them...to the agent setup. https://i.gyazo.com/a2b5ef75d58494087bb1ae142ff7a941.png Thank you for your help. Séba
  6. 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
  7. 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?
  8. 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
  9. Hi guys, As you can see here, I deformed a curve using "Full Body IK" and "RigPose" nodes. How can I deform a geometry (Tube) with that deformed curve? Thanks for helping. CurveDeformationRig_01.hip
  10. Facial Rig

    Hi all, I've started to learn Facial Rig. Please help me to solve the issues of what I'm facing. First I've started the autorig settings with image “Pic01”. After adding the advanced face module, have placed all the guides, there is no option for the tongue “Pic02”. Then the tongue controllers have got generated in the wrong positions “Pic03” and while rotating the jaw, the tongue gets bending “Pic04”. Then the newly generated locator controls not getting mirrored “Pic05” & also gets affect when the Neck gets translates “Pic06” Have attached the newly HDA “Facial01.hda” Have also created another post in the sidefx forum in the below link https://www.sidefx.com/forum/topic/76576/?page=1#post-328264 Someone please help me to solve this issue and thanks in advance Facial01.hda
  11. Hello everyone, (This is copied from my post at Sidefx's Forum: https://www.sidefx.com/forum/topic/69881/) I have created a rig (and character). I'm trying to use the Pose Library to save my walk-cylce and other animations. Sadly the captured data is all wrong. Parameters like the FK/IK Sliders in my HDA get captured wrong. Several Sliders that don't have any values for some reason get all assignes values. I feel like it tries to capture more than the parameters of my HDA. I have already tried the different capture settings from the Pose Library. It only works when I bake the keyframes, but that would be problematic to work with. I'm on Windows 10 with Version 17.5.391 I sometimes get these Warnings in the Console: Qt Warn: QSortFilterProxyModel: invalid inserted rows reported by source model Qt Warn: QWindowsContext::windowsProc: No Qt Window found for event 0x1c (WM_ACTIVATEAPP), hwnd=0x0x70070. Qt Warn: QWindowsContext::windowsProc: No Qt Window found for event 0x1c (WM_ACTIVATEAPP), hwnd=0x0x3100be. I attached a file with the animated bones. Thank you all very much! (Since this is my first rig in Houdini, I also appreciate every other improvement you might want to add) Rig_Sharable.hiplc
  12. Centipide Rig

    Hello everyone, this is a centipide rig I made to learn a rigging. Cheers!
  13. Vellum Clothing on rigged character

    Hi All, I have a vellum setup which involves a rigged character which I will be animating and part of this character uses vellum clothing on the model. I'm currently testing a few keyframe positions to see how the vellum cloth follows the rig, but the cloth is not following my bones at all. Everything welds into place correctly on the character, however when I animate after the weld sim nothing happens. Anyone know what the trick is to get this to work?
  14. Thoughts about this rig?

    Hey guys, I'm traveling to NY in june, mostly to buy new hardware. Did some research and spoke with some friends and this is what I have so far, wanted to give a last check, my main uses are Houdini sims / motion graphics, redshift/octane, zbrush. MOTHER Gigabyte x399 Aorus Xtreme PROCESSOR Threadripper 2950x RAM G Skill TridentZ 3200mhz CL14 (128 gb) GPU 4 x EVGA GeForce RTX 2080 Ti Questions: Does this mother support 4 gpu? a friend told me to be careful about the space with the power supply and stuff. This threadripper is good? or should I go for another? I want the sims to be quickest as possible For GPU, should I pick the Ti or the normals? there's a 300usd difference between each. P.D: I'm thinking about buying via Amazon, but I'd prefer to go with cash, amazon has AmazonCash but with a 500usd limit, so if anybody knows a nice place to buy this type of hardware at good price in NY will be super helpful. Thanks!
  15. HOUDINI TREE RIG LIBRARY

    TD - TREE RIG LIBRARY Beta Version Some Feature * procedural rig for any tree model * tree model library and ease to use ui * live connect to speed tree * fast instancing features * redshift compatibility and mantra Pateron PAGE : https://www.patreon.com/standingmanfx FB : https://www.facebook.com/standingmanfx/
  16. New setup - Feedback please

    Hey magicians, Been reading a lot on hardware and got some recommendations, I'm about to travel to buy the new hardware, but still have doubts on it. Mostly on Intel vs Threadripper (been an intel user all my life but heard great things about this AMD). Any tips? made an image with the stuff: Thanks!
  17. Does anyone know how the shelf tools do their eye rigging? I'm looking at the simple biped network and I don't see anything in the lookat parameter of the eyes, and the lookat nodes are in a separate branch from the eye geometry. Any help is much appreciated! Edit: Looking inside the pretransform nodes, I can tell those are being rotated when I move the lookat object. The transforms aren't changing though, and I don't see any expressions or chops references.
  18. Cartoon Eye Rig

    Hello, I am currently trying to recreate/adapt a cartoon eye rig in houdini with help of a blender tutorial. Its basically 4 different spheres all controlled by a lattice to get the cartoonish transforms. Only exception is the actual eye geo where only the sclera part is deformed by the lattice (with a point group)! Now I am at a point in the tutorial where the Iris and Pupil parts are supposed to be pushed out closer to the surface of the cornea as soon as the eye rotates (pic2). In the blender tutorial this is done with a hook modifier. If I understand correctly its more or less the equivalent of a soft transform on a point group in houdini. I tried different kind of approaches with constraints, expressions and VOPSOPs but I just can't seem to get it to work properly. If anyone has any ideas on how to do this I would be very thankful and glad to hear them! Maybe someone knows the original tutorial? Link to the blender Tutorial...paid so unfornately not much to see EyeRig3.hipnc
  19. Hey guys. On my "life goals" list there is this insane task of creating a dynamic car rig that is fully customizable for different shapes and sizes of cars (normal road cars, 4x4, race cars, etc) It should be something like the videos below. The reason behind this is I love cars (obviously) and I want to create a ton of car related stuff in houdini to learn dynamics, pyro, flip, grains but I don't want to spend too much time with setting up a vehicle and meticulously keyframe animate every aspect of it. The videos below look very realistic in terms of physics and they look like they're ready to be lit and rendered, and all these extra elements to be added. Needless to say that my intention is to share the setup if it ever gets this good. So what do you think would be the best way to approach this complex task? Is there already something out there that can be used for this? Ps: in the meantime I'm already downloading every hip and hda that is even remotely related to this topic
  20. Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
  21. Hi! This is like a mixture of rigging and effects. I'm trying to add some cool dynamic parenting behavior to a working system that I have (the inputs from the locked null) but I hit a wall and I can't figure out how to solve my problem with all the attribs that I have (I created custom attribs for the Transforms). The problem is that I cant get the parenting to work with my current logic, I failed I used a dirty trick that gives me what I want but its just for that geometry with that size and distribution, so yeah its not really useful but at least it gave me a clue, but I'm still lost. Maybe some magician can help me out with this! Thanks! I'll share the file. PolyTransforms_Problem.hip
  22. Hello, I am creating some tutorials, mostly character and rig oriented (which is my favorite part of software) whatever I see it may be useful for others and I am good in it I record! https://www.youtube.com/channel/UCM_yYXvQrgbMFThS1RVzBnA See you.
  23. Hello, I am wondering how i can take an object that i have fractured with glue constraints and sim'd and have Houdini automatically create a bone for each fractured object and skin weight it and bake the sim animation into the bones. I tried searching this forum and the interwebs and i'm not finding what i want. thanks!
  24. Autorig/HDA Issue

    Hello, I was having trouble generating my autorig, getting the message “autorig failed to generate”. But what was worse was that if I opened my previous file and attempted to either; load autorig from current session, create new autorig from current session, or create new autorig from hda file on disk, the autorig was not aligned or labelled correctly.I'm attaching my file, any advice would be greatly appreciated, thank you. ToastGuy_b_rig_asset ToastGuy_b.json ToastRig8.hip
  25. Maya Rig -> FEM

    Hi all, I have a rigged character from Maya from which I did a Ragdoll sim and all is good. However now I want to do it as a FEM sim instead, to get some bulging when the character gets hit by an object. How would you go about doing this? While still having constraints on arms, etc. Thank you very much in advance. Cheers, Jonas :-)
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