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Found 6 results

  1. Hi, Is there a way I can create a joint/bone in skeleton node using python? I tried dragging the node in the Python Shell. It has a SOPnode type. I tried running the dir() command under it and it doesn’t seem to have method relating to creating a joint/bone. When searching for “skeleton”, “joint” or “bone”, in the documentation, nothing seems to pertain in skeleton node. Is there a way around this? P.S. Cross posted this in the tech-artist (getting desperate huehue) Will just update accordingly if either side has solution.
  2. 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)
  3. Hi guys, I add a "Mocap Biped 3" node and now I need its (animated) skeleton, but I can't find any way to access it. I turned on all of its bones display flag and then I used object merge in a new geometry, but doesn't work..! I also tried to use "scene character import" SOP, without success How can I fix this? Thanks for helping. Mocap_01.hip
  4. 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!
  5. 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!
  6. Hi there, Wondering if anyone knows of a rigged (pose-able) anatomical (muscles, skeleton, organs etc ) human model in houdini format available somewhere online for purchase by chance?
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