amazingjay Posted February 15, 2011 Share Posted February 15, 2011 So I followed the auto-rig tutorial (click here), and I ended up getting 4 nodes: 1. auto_rig node 2. animation_rig node 3. animation_rig1 node (which was used for painting weights) 4. deform_rig None of these 4 nodes have the original character mesh,so I'm not sure which one to use for animating. (The animation_rig nodes only have proxy geometry.) Help, please? Quote Link to comment Share on other sites More sharing options...
Morbid Posted February 17, 2011 Share Posted February 17, 2011 You should end up with 3 nodes, not with 4. If you defined a mesh in the biped auto rig then the deform_rig should contain the mesh that is going to be deformed by the bones. The deform_rig node contains the skin geo node which has the CaptureLayerPaint node to paint the weights. Quote Link to comment Share on other sites More sharing options...
amazingjay Posted February 17, 2011 Author Share Posted February 17, 2011 You should end up with 3 nodes, not with 4. If you defined a mesh in the biped auto rig then the deform_rig should contain the mesh that is going to be deformed by the bones. The deform_rig node contains the skin geo node which has the CaptureLayerPaint node to paint the weights. So let's say I give this to another student who's going to animate and render the character, which nodes should the he/she import so the character can be animated and rendered? I'm guessing just the deform_rig node and the animation_rig node? Or do we export the 2 nodes as a single node? Quote Link to comment Share on other sites More sharing options...
Morbid Posted February 18, 2011 Share Posted February 18, 2011 So let's say I give this to another student who's going to animate and render the character, which nodes should the he/she import so the character can be animated and rendered? I'm guessing just the deform_rig node and the animation_rig node? Or do we export the 2 nodes as a single node? Yes, that's right. I would give the hip file with the 2 nodes and the mesh file. Make the geometry path relative. Quote Link to comment Share on other sites More sharing options...
amazingjay Posted February 18, 2011 Author Share Posted February 18, 2011 Yes, that's right. I would give the hip file.... Ummmm... afaik, giving hip files is not ideal. In houdini, we usually give digital assets, right? Quote Link to comment Share on other sites More sharing options...
postezz Posted February 19, 2011 Share Posted February 19, 2011 Ummmm... afaik, giving hip files is not ideal. In houdini, we usually give digital assets, right? hi,you are right, you should give him the otl file,last time I did this i locked the import geometry nodes in the deform rig so the geometry comes with the otl.I find it easier this way because you give to people only 1 file. Quote Link to comment Share on other sites More sharing options...
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