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Found 63 results

  1. Hi guys, I am learning crowd simulation at the moment, which is suoer fun. With the premade Mocap Bipeds, all works fantastic. But when I create an agent out of an FBX from Mixamo, it gets super weird. When I try to set up everything for the ragdoll, the collision layer shows me that bones are missing. Why is that? Did you ever experience that? Also the question? To I always have to set up the joints from scratch? Is there no autmatic mode that kind of defines the moving angles? Thank you so much!! Patrick
  2. WE ARE HIRING! Houdini Riggig Artist

    Hello everyone, UPP Advertising (www.upp.cz/advertising) is looking for a Houdini Rigging Artist for a long-term cooperation. If you are interested, send me your showreel and CV to email: martina.sramkova@upp.cz Have a nice day, Martina HR Recruiter
  3. Steam Piston Rigging

    Hi everybody! Does anyone know how to make a moving piston, line on train wheel? I'm stuck on making red part to move back and forth while wheel is turning around. piston.hipnc If somebody can help me, I would much appreciate!
  4. 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?
  5. Hi I'm trying to make a chain of points follow a curve, maintaining the distance between them. I can achieve this in a rough way by using primuv/ primitive attribute in vops and offseting the U value by the distance. However this doesn't preserve the length L, due to the curvature. How would I find the 'chord' points of the curve along the vector P1P2 ? Another way to think of this would be the intersection of the curve and a sphere of radius L. Are there helper functions already part of Houdini that will allow me to do this? Thanks
  6. ^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
  7. Capture issue

    Hello folks! I try to rig a character with the KineFX and capture tools but the mesh does not follow the skeleton completly. I get errors from the 'capture_layer_paint sop'. See the attached hip, there is a simple animation. I also have to reset the viewport with the new LABs command (> Help> Reset Viewport) often to see the selected SOP... rig_capture.hipnc
  8. Ribbon Rigging

    Hello all! Is it possible to recreate this tutorial in houdini? https://www.youtube.com/watch?v=rCxftP5dLQc&feature=emb_logo Thank you!
  9. Hi Everyone, I hope you can help me with this because I'm really interested in how to fix this. In short, I would like to know how to stop the bones from twisting 180 degrees when their goal null is pushed beyond their base's coordinate. The attached scene is using an off the shelf "IK with constrains" rig with only two bones. "Bone 1" I only want to be able to rotate on the x axis (y and z angle ranges are set to zero) and on x only in a -20 and +20 degree range, so I've set all these. But when I push the goal null on the Z axis past the coordinate of the base of bone 1 (so grab the goal null and drag it past -5 on the Z axis) you will see that it is twisting 180 degrees and now facing the other (wrong) way and going on. So the angle range limit is working but I want to be able to make sure that the bones can not twist and go the wrong direction when pushed beyond the limits, they should only be able to move within their angle ranges and nothing beyond that. Any help or suggestion is greatly appreciated. IKproblem.hip
  10. Greetings, I have a conventional null and bone hierarchy, using the default nodes provided by Houdini. I would like to replace them, however, with my own HDAs, that have the same exact internal structure, one for bones, another for nulls. The reason is that I want to add extra parameters and scripting to the nulls and bones, and it is easier to do it on HDAs. So far, I haven't seen any difference in performance, but I fear that it will drop, once the size of the hierarchy increases. Is that a valid concern? That a default node will outperform a HDA with identical internal structure, for the sole reason of this being a HDA? Thanks in advance.
  11. I've been playing around with the autorigger, which seems like it could be very useful. However, its set up in a way which likes to flip bones if you push the IK controls to the limit. For example, in a handmade rig if the foot control is dragged lower than the length of the leg, the toes will point downward nicely. Here I'm getting a nasty 180deg turn. What's the cause of this? Has anyone got any advice for preventing bone flips and pops? I don't really want to be adding pole vectors to the foot bone!
  12. I'm sure this is really simple, but i've been having a pretty hard time wrapping my head around how to create rig up two rigid bodies like a hinge. I'm trying to create an object that has "legs" that attach to the underside of the object and rotate in one plane about their connection joint. I was hoping that I could just make all of the pieces (including the pin that hold the two pieces together) rigid bodies and then just let the simulation figure how they will move (the thing is being dropped into a bed of rbd grains) without needing to constrain or rig anything, but the result I get is that once forces are applied to the "legs" the pins move out of place and the simulation breaks. Any help would be great. I have been trying to find tutorials for this but nothing seems to quite address the problem I have been running into, plus I don't exactly know what it is i'm looking for. Thank you!
  13. Women Character Rigging

    Hey, Hi, I want to rig a realistic women character, Can someone tell me what is the way to rig a realistic character I'm planning to use a Advanced skeleton in maya, and including the blendshapes can also be helpful? or else painting my own weights will give the better result? ThankU.
  14. Tank Tread Animation

    I have a tank model and would like to animate the treads. What is the best way to achieve this? I'm no VEX master by any stretch. Looking for a workable approach to this. Thank you.
  15. Hi all, I'm trying to make a IK/FK seamless transition. Theres anyone who have done such a thing in houdini that can point me into right direction? My first instinct was to create 3 bones chains. One to bind, other to FK and the last for IK. Since I'm comming from Maya that was my first aproach. Lately I get that I can do all with just one chain of bones and control with a blend when is IK or FK. But I'm lacking os seamless transation. What is the best path to do so? Still 3 chains? One chain is enouph but use python to copy the values? Thank you for the orientation
  16. Centipide Rig

    Hello everyone, this is a centipide rig I made to learn a rigging. Cheers!
  17. Hi, I'm playing around with limiting transform handles on nulls to act as a rigging control surface. I found on these forums a cool hscript snippet that allows this: clamp(cubic(),min,max). Does anyone know the python equivalent? The python clamp doesn't seem to accept a cubic() as a parameter. Also, does anyone know of another method of allowing for manual transform handle input that feeds into an expression? (HScript or Python). I can't wrap my head around why cubic() works! Cheers Dan
  18. Hello odforce, first time posting here. I am asset lookdev artist learning how to simulate foliage inside houdini, and I'm running into numerous problems. I'm rigging the plant by scattering points along its surfaces, conecting points with lines and fusing together for a low res representation fo the original mesh. Then simulating the rig with vellum cloth and skining original mesh back to the sim. The motion I'm getting is not natural at all, it is really tough to figure out proper values. I've used wire solver before and while its much easier to get natural spring motion out of the box I find it less flexible with different foliage shapes and sizes. Animation and graph below - do I use proper setup? Do I set the constraints and forces properly? What can I do better? I'm learning houdini on the side so advanced VEX is out of the question for now, please dont go Entagma on me I'm just scratching the surface of this awesome software, any feedback is most welcome. bushTest.mov palmTest.mov
  19. Muscle Loose End

    Hi Guys, my very first try on Houdini Rigging and Muscles, is it possible to make a muscle with one loose end? I need a rig dynamic udder. (cow) The other thing I experiencing is when I ad a "Muscle Displace" and connect muscles it strongly deform my skin.. Why?? Thanks.
  20. Hey guys, How could i capture animated extruding geometry to a bone structure? Atm, after capturing geometry to the root, the animated polyextrude stopped working. It hangs on to one frame. I kind of understand why this happens, because the captured weights are on the same spot. But is there a way to go around this?
  21. Hello everyone. I'm setting up a crowd scene for a massive battle scene. There are a lot of props inside the system and corresponding materials assigned by "style sheet" however when I scrub or play the timeline maps vanish. They don't get erased they still show up in render however the viewport shows default grey material. How can I fix this?
  22. Hello all, I've been searching around for a while and I can't seem to find much on muscle simulation that doesn't already have a rig that was made in Houdini. The animation I have is from Maya, so I can bring in the cached and cleaned geo no problem. But I do need the rig to be able to attach muscles to the model to be able to move with it. It seems counter intuitive to bring in cached geo just to make a rig ontop of it, with the added problem of attaching it to the already moving skin. I might also not be looking at it properly, so it comes down to this; Does somebody have a good workflow for getting muscles to move with the cached geo in Houdini, or how to export an animated skeleton from Maya to Houdini? I'm properly confused, even documentation help would be good at this point, maybe a secret blog post somewhere
  23. Hello, I'm wondering how to go about this... I have a circular copy of boxes (merged) that I want captured from bones I have generated from a python script (script just makes bones for each copy of the object). I was thinking I could do a for each piece and do a capture proximity for each object and then after the loop, do a bone deform. But the proximity capture is capturing the other boxes as well. I want 1 bone to only capture 1 box. Not sure if i'm going about this correctly. The model is procedurally created and the number of boxes will change (causing me to run my script again, that will delete old bones and create new ones). any help is appreciated, thanks!
  24. Hello odforce Community. I experiment making rigging for game from Houdini to unreal. In the attached scene, if you tried to export it as a fbx's file to unreal, you can see skeleton move without drive the mesh, like the mesh haven't exported the weight map attribute correctly. Any idea what I'm doing wrong ? drone_t03_v001.hip
  25. Hello everyone! I can't align my capture posesin the edit / objects / capture pose mode, the wrong location is the capture pose. The tool align capture pose does not work. All capture regions are in their places. In 2nd screenshot, I display the capture regions of some bones, along which the align capture pose tool should align the capture pose. But this is not happening. Help, what could be the problem?
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