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Found 49 results

  1. 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
  2. Centipide Rig

    Hello everyone, this is a centipide rig I made to learn a rigging. Cheers!
  3. 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
  4. 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
  5. 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.
  6. 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?
  7. 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?
  8. 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
  9. 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!
  10. 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
  11. 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?
  12. dynamic bones

    I'm working on a project where I need to hand animate a snake-like character doing spirals and twists. Investigating approaches, I came across this video, where the guy basically gives a bone chain wire dynamics, and is able to get some really nice overlapping tail motion, just from animating the root of the chain. At 9:00 of the video he starts to add dynamics, and you can see the animation effect I am trying to achieve at 12:50. My goal is to find the easiest way to get overlapping tail motion, by animating just the root. So far I'm just trying to get a wire to behave nicely and not explode from a simple sine wave animation, nevermind getting the bones to move with it. Any rigging experts have advice on how to approach something like this in Houdini? Thanks!
  13. For the folks out there looking for a way to do motion retargeting inside houdini, here´s a tease for a tool that has being working for 2 years now! In a couple of weeks I will share more info about how it works, since I don´t have plans to release it, but I will help anyone who wants to do the same - the tool doesn´t have fancy a algorithm, but works very well. https://vimeo.com/299246872
  14. Have built a decent rig for a Bat Model but cannot figure out how to adjust the capture weights once the Mesh is captured onto the Bone Hierarchy. Whenever I select the “Edit Capture Weights” tool it keeps saying I have no selected Captured Geometry, but I do have my mesh selected. I just want to adjust the Weights of my rig to get a better animation result. Help Greatly Appreciated! Bat-1.hiplc
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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