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Found 35 results

  1. I need help with rigging up a Chinese Dragon. Only example I can find is http://www.chadfetzer.com/procedural-dragon.html Not sure if I should be adding a sine wave deform to a bone spine to add flying motion. http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Example:_Wave_deformer
  2. I have a curve where I used the parallel transport algorithm to transport the normal along the curve and then I use this curve as a follow curve fora bones chain. My question now is how can I setup up the twist along the bone chain and also make it twist beyond 180 degrees without flipping? (see attached file below) any guidance and examples will be greatly appreciated. Thanks. parallel_transport_curve_framing_03.hip
  3. Hey Came to London to work for Crowd at MPC. Here's a summary of the challenges I responded to in Houdini: At the moment, I'm looking for the next thing to hop on. Most jobs for Houdini are VFX centric and I'm mostly a generalist leaning more towards geometry, rigging and motion processing side of things. Here's some public Orbolt Assets: https://orbolt.com/search/?q=probiner Building one right now to upload, to alike the matrix one, visualize arrays of vectors: https://i.imgur.com/ZPki1XN.png Let me know if there's something fit mid-term going be it for Houdini or XSI or even just if you're around and want to have a chat! Thanks
  4. Hi, I constraint two objects together with chops. Everything works until I use expressions in my parent object. What do I have to do to fetch expression values into chops? kind regards Jon express_chop.hip
  5. Hello peeps, I'm trying to figure out something similar to some sort of ribbon setup in Houdini. Still, lots to do but right now I'm trying to work out rotations, I have twist working by itself such that if I twist the ribbon the bone rotates accordingly and bend working by itself as well, however, if I twist and bend the ribbon at the same time, the rotations become unstable. How can I fix this? Any help is much appreciated!!! Thanks. ribbon_setup_test_01.hip
  6. Hi, Unreal engine has a standard skeletal mesh they use for the default car rig- its set up a certain way with a set hierarchy and joints facing a certain way, Im trying to make it so i can import-modify-export this car rig through houdini using fbx. Ive managed to import it and then export it again getting the same thing, but im having trouble changing the rig in houdini before exporting.Im not very experienced riggng in houdini. Ive attached my hip file, this exports to unreal fine and works with their car physics component, but... 1- I dont know how to change the bind pose on the rig. I want to move the wheels forward or back in houdini to fit another car., i move the bone and capturedeform moves the wheel, but when i export the fbx the wheel goes back to its original position, it seems to be exporting the bind pose. How can i change the bind pose? 2. I want to attach new geometry to the rig but im unable to, the capture regions for the wheels dont seem to work? I probably dont even want to use capture regions- i want to do a rigid bind based on groups, im unsure how to do that. How can I bind new geometry to the rig? If i could make it work i could make a super useful hda to get cars into unreal. any help/suggestions would be awesome! unrealcar_01.hiplc
  7. Hi troops Okay, I've got this guy rigged, weighted, and animated. All looking great. Did a render and found out that there is one little point that is getting deformed that shouldn't. I can't figure out how to un-weight the stray point. Everytime I go to the "capturelayerpaint1" and edit the point, my bunny body disappears!? I've uploaded the scene so the bright people can help me One word of caution, the bunny is under copyright, held by artist Linzie Hunter. Please treat the bunny with care and respect. Peace Josh Rabbit.hiplc
  8. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  9. Hi guys, I'm having some trouble using bone length for squash and stretch as its giving me crazy deformations that I cant fix. (see attached file) if anyone knows how I can solve this, it would be much appreciated. Also, the other problem is, how would I implement volume preservation with the squashing and stretching? In maya, we would use the joint scale but Houdini seems to give weird results if I scale bones. Any help is much appreciated. Thanks. rigging_bone_stretchy_problem_01.hip
  10. copy to points rotation

    Hi, I'm currently trying to assemble a chain, driven by a guide curve. Using the copy to points node, I'm trying to figure out how to rotate every other copy by 90 degrees. I can only seem to control the orientation using N, which is set to the tangent of the guide curve. I'm sure I'm able to do this using the orient attribute, but I'm not completely sure how to. Any help would be gratefully received. Thanks odforce_test_001.hip
  11. Hi I can't seem to export my rigged character from Houdini as an FBX to come into Motionbuilder with the bones. It seems that only the nulls and controllers are coming in (which is the opposite that I want). I am using 16.5 and it looks like there has been some changes in the fbx export. Has anyone done this successfully? What where the FBX settings? Thanks in advance for the advise. Rob
  12. Hi, I'm having problems with the tissue solver in H16.5 First, my computer crash if I use the default settings for the solid embedding section of the bones and the tissue. I'm using maxTet .1 minTri .005 and disabling the base size, that creates a decent tetra object. Now the animation stays static all the time and not following the animation from the skinned mesh Is there a tutorial? thanks in advance, -Alex
  13. Good evening, New to python and wanted to get to grips with rigging in Houdini. Been working though the 3DBuzz Technical rigging series and been tripping up over all manner of stuff. On the stretchy spline section of the tuts there is a section that errors out and I am not sure why. The code is stretchRatioParm = hou.FloatParmTemplate("stretchRatio", "Stretch Ratio", 1) startBone.addSpareParmTuple(stretchRatioParm, (“Stretchy IK”, )) Error message reads Traceback (most recent call last): File “stretchyIK”, line 85, in <module> File “stretchyIK”, line 14, in techrig_stretchyIK_Tool File “stretchyIK”, line 54, in techrig_stretchyIK File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 44, in addSpareParmTuple _addParmTuple(self, parm_template, in_folder, create_missing_folders) File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 71, in _addParmTuple parm_template_group, in_folder, create_missing_folders) File “CPROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python2.7libs\houpythonportion.py”, line 93, in _ensureFolderExists “Invalid containing folder name(s)”) OperationFailed: The attempted operation failed. Invalid containing folder name(s) Would love if somebody could explain this? I know the tutorials were made in Houdini 9 have there been changes that would make this not work now? Many thanks, Duncan
  14. https://www.hossamfx.org/trees-rigging-in-houdini/ Hello Everyone : this tutorial is about creating and animating trees in Houdini FX in Procedural way . you will learn how to create your own tree model and how to animate it in different weather like windy day, normal wind ........etc. also you will see how to simulate a growing process : what i mean in growing is : you can select at which age of tree you want to start growing to final complete model , so you can start growing from zero or you can grow from winter tree to a beautiful spring tree with leaves and young branches . i will show you firstly how to create a tree model in SpeedTree software for about 1 hour and then move to Houdini and create python code to define the hierarchy of branches and build a procedural wire dynamic network with some math concepts of course . Houdini rigging tools and chops techniques in our list also to add more option and realistic to animation . in the link you can find more description about this tutorial . More info Here: https://www.hossamfx.org/trees-rigging-in-houdini/
  15. I am trying to re-create a ribbon deformer in houdini that takes transformation and rotation data and, using interpolated values transforms a bone chain. I have linked controls to a surface, and extracted a line from that surface with what I think is the required data. I am not sure how to take that data from a geometry level and apply it to a bone chain. I assume chops is the way to go but I don't have any experience with them.
  16. I have a basic rig that I made using Houdini 16. I have an IK system setup for the clavicle and an IK system for the arm. What I am getting stuck on is having the clavicle follow the arm as it translates in X,Y or Z. Is there a way to get the clavicle to follow the arm? Has anyone had this issue? I have tried connecting the translations of the Left Arm Goal to the translations of the Clavicle IK Goal. I lose the ability to control the clavicle separately, so that didn't work. Thanks, Glen
  17. I am trying to attach the animation rig controls of the autorig tool to an FBX imported characted from Mixamo, but I have no idea how to approach this. Also I can't generate a Mocap Rig from the designated Button on the animation rig node after creating a fresh autorig. It tells me to select a skeleton, but which skeleton should I select? There is none, just the individual nodes for spine, left_arm etc. I think the autorig tool currently lacks proper documentation covering more than just the default procedure. I'd be really thankful if someone could point me in the right direction!
  18. Hi all, I can't get a skinned object with a corrective blendshape before the deform sop out of houdini via fbx. Either the skinning works, or the blendshape, not both. I tried all the combinations in the fbx export (Force Blendshape, Force Skin...). Attached is a simple setup with a ROP network containing the fbx ROP. Maybe somebody can take a look. Appreciate the help blendshape_fbx_test.hiplc
  19. Muscle controls

    Hey all, There's something inside a muscle object that got me intrigued. The selected ctrl null seems to modify a muscle's shape, but there's that line in their viewport display icon that implies that its rotation is meaningful in some way. It doesn't seem to be, so my question is, am I missing something or there's something planned for a future muscle version and that's just waiting there for now? Michael?
  20. Hey all I've been watching a few cg films of late.. stuff like wallE and wreck it ralph and Shrek. All these films use large chubby characters.. which seem to interact with their own volume mass and also the env around them. So my question is how is this being done? It's something I wanted to do for a good while and don't know how to go about it.. eg getting those nice effects when a character pushes their arm close to their body and the mass squashes but maintains volume.. or ralph when he bends an arm but the volume is maintained. Can anyone recommend techniques for this? Houdini or maya perhaps? I'm just lost where to start.. is it something that's simulated after the anim? Or is it something part of the rig that the animator can visualize? Any thoughts welcome. I'd really like to try and figure this one out and there's a good few vfx guys on here so hopefully I can get some insight Ta Ant
  21. Mr.

    Hi, I'm new here, and to Houdini. I've modeled a simple character and rigged him but I can't translate or scale him except by his root null otherwise his skin goes crazy. I've attached the HIP file. I'm sure the fix is simple but its eluding me. Any help is appreciated. after scaling: guy 3d for od force.hip Thanks.
  22. We are currently seeking a talented and experienced CG Character Rigger to work at our Montreal studio. Our ideal candidate must have previous experience working in film and television. Our CG Character Rigger will be required to create optimized rigs covering a very wide range of rigging applications focusing mostly on Character animation. An excellent grasp of anatomy, form and movement is essential. Folks has built a solid reputation in the industry as an artist-driven boutique studio. We value detail-oriented design through teamwork and creativity. Our team is composed of some of the most talented artists and creative pros in the business. We are known for great storytelling through high-end visual effects. This is a full-time position available immediately. We offer a great work environment, salaries to match your skills and a comprehensive benefits package. If you think you’ve got what it takes to join Folks, please forward your resume to jobs@folksvfx.com to set-up an interview.
  23. Hi! I have created an asset(facial rig), and I want to use it as a part of another asset(character setup). I'm saving both of them into one .otl file, but because I'm using the absolute path for the facial rig("Save to the library" field in Type Properties) it stops working when I'm sending the .otl file to another computer. How can I embed one asset into another, so that they would be contained in one file? Also, when I'm trying to upload an asset to the orbolt, I'm getting an error "Embedded dependencies need to be within nested namespaces." I'm assuming that this error is related. Can you explain to me what does this mean and how can I embed the asset "within nested namespaces"?
  24. We are looking for Mid to Senior level Houdini Animators / Riggers / Character Modelers / Environment Artists for TV commercial, which will potentially run until October. Rates negotiable depending on experience and must be available to work in London. Animators/Riggers: We are looking for an experienced lead character animators and riggers (ideally someone skilled in both) to work with us on an upcoming pixar style animation project. (When submitting please put ‘Houdini Animator/Rigger’ in the subject of your email.) Environmental Artists: We are looking for experienced lead environmental artists, who are able to create a stylised rural environment for a pixar style animation project, which will potentially run until October. Being able to light and render is a big plus. (When submitting please put ‘Houdini Environmental’ in the subject of your email.) Character Modelers: We are looking for experienced lead character modelers, who are able to create stylised pixar style characters. Characters will be human, as well as a character created from a piece of fruit. (When submitting please put ‘Houdini Character Modeler’ in the subject of your email.) A little bit about us: We are a post-production house based in Central London. We are a friendly team who enjoy taking on a broad range of projects that that offer fresh challenges and test us to try new and innovative ways of working. We have a diverse range of skills and interests and are keen to find people with a similar appetite for tackling ambitious projects. If you think you might be suitable then please contact us with your details and a link to your showreel or examples of work, at recruitment@ruffianpost.com with the relevant position in the subject line...and we’ll be in touch! ***If you’re an experienced Houdini artist or specialist in any area of Houdini and are available for freelancing in London, even if not immediately, then we would love to hear from you. We work with Houdini ourselves and often need extra people in for jobs, so are keen to get to know more people to be able to call upon for upcoming commercial work*** www.ruffianpost.com
  25. hey all, is there a way to partition points based on the 'boneCapture w' attribute with the highest value? I have a skinned character and for rigging purposes I'd like to slice the geo into parts. Pretty much what the maya SuOP node 'skinchop' does. much obliged!
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