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Found 72 results

  1. Hi all, Is there a way I can use a shelf tool python script to select a joint in the rig tree window pane when I have a rig pose SOP selected?
  2. Hi new to kinefx and mocap, can't get my character to go for some reason- the arms get all crossed up. Would love some help with this. I want to bind/retarget the character to the t-pose in the first frame of the animation but then loop through the rest of the anim without that frame- can't figure out what my node setup should look like for that. File attached, thanks so much Retarg_Help.zip
  3. Hi all, I'm working with a character .fbx imported from another package, and need to extract the painted weights for a specific bone to a point attribute to use as a mask. Right now i'm using the labs Name from Capture Weight node, which unpacks the weights and saves the name of the bone that has the highest influence on a point to string attribute by just returning the first entry. Then I use the following vex to do a search for a particular bone(s) in that string attribute, something like "eyelidLower*": string term = chs("search_for"); int found = match(term, s@bone); @mask = found; that returns 1 for all the points that match the term so i can a linear mask, but I want to return and sum the actual weights - is this possible? Many thanks
  4. Hi, has anyone been able to successfully match the Mocap skeletons from the CMU database to a Mixamo skeleton? I've been trying for days overall, trying all sorts of combinations and tutorials but I end up with twisted skeletons and arms all over the place. I think it has something to do with the CMU skeletons having their shoulders inside on top of the next points wheras the Mixamo ones are in normal shoulder positions, but using rig match pose nodes to move the points around hasn't helped here. Have watched a lot of tutorials multiple times including the ones by Parker Coleman on Youtube which are great, as well as a few official SideFX ones, and I've learned a bit about Kinefx in all this but not enough to get there. Thank you.
  5. Hi ! I'm working on a rig, completed with Rigging series tutorials made by Michael Goldfarb. I've got two scans of an arm, open and bent one. Unfortunately elbow deformation is troublesome. I followed these videos : https://vimeo.com/221779886 and https://www.rokandic.com/houdini-rigging-techniques-ii The first video made by Ramteen presented a method with sopcreateedit -d name sop1 sop2 Using command with -d didn't work, so I did without. sopcreateedit name sop1 sop2 Trying the command with -d resulted with an error, it couldn't find a deform node. I assume this is a key-step to achieve the proper result.. The directory was right, otherwise I wouldn't have extracted anything at all. Without any further ado I'm atatching self-explainatory image, representing the issue. When I tried Rok Andic approach with Shape Difference node, it didn't work at all... only errors in CHOP NET saying improper SOP input. Even having all capture attrs intact Does anyone have an idea what's the solution? Maybe you could help? @Ramteen@michael Many thanks in advance!
  6. Hi everybody, I'm trying to rig a book. I have a problem with blending between IK and FK as the angle between IK and FK position is more than 180 degrees. I tried to cheat this problem adding interim position between these two positions and while it almost solved my problem, it behaves very strange at some point. On the gif below you can see it jumps at the end and overshoots. Sometimes at jumps at right position for one frame. The idea is when the book is closed, bones follow the rotation of root, but when it is open, the book cover looks at the goal on left regardless of the rotation of the root. Any suggestions on how to solve the problem? Thanks in advance. Here is the hipfile: testBookCover.hipnc
  7. Quick Rig Pose Question

    I’ve been attempting to use the motion effects CHOPs for rotation parameters inside a rig pose sop, but every so often the channel reference breaks somehow. This forces me to redo my motion effect. I’m not very familiar with CHOPs, my question is what would be the best way to go about baking the motion effect’s animation to keyframes so I wouldn’t have to bother with chop references breaking? Thanks.
  8. So this goes in my list of petty requests, my background is as a designer and ugly rigs make me crazy. Can anyone think of a simple way to get the Attach Control Geometry to ignore the rotation of the attached joint or easily counter-act it? Some controls, for instance IK foot controllers, Knee pole vectors, and certain controllers for things like shoulders and clavicles, generally (by convention) are usually set in world space. That is: the control isn't oriented to the joint's rotation, it's just attached with a world rotation of 0,0,0. Of course you can manually adjust the control, but that takes a fair amount of fiddling (especially if it was your OCD that made you want to change it in he first place). I thought I could dive inside and bypass something or add some nodes in there, but it looks like everything is handled by one slow Python script and my Python ain't what it was. I'd like to just be able to add something that bypasses the transfer of the joint orientation to the controller or inverts the matrix.
  9. Title says it - is there any way to have a parented joint not inherit the scale of its parent joint? I tried setting scaleinheritance attrib to 4 both before and after the rig pose - no success. I assume there is a rig vop or wrangle solution. I made a naive attempt of getting the transforms, extracting the scale and replacing it with scale from an inverted transform but that didn't work either. Any ideas?
  10. 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
  11. 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
  12. 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!
  13. 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?
  14. 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
  15. ^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
  16. 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
  17. 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!
  18. 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
  19. 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.
  20. 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!
  21. 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!
  22. 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.
  23. 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.
  24. 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
  25. Centipide Rig

    Hello everyone, this is a centipide rig I made to learn a rigging. Cheers!
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