hopbin9 Posted September 1, 2011 Share Posted September 1, 2011 Hi, I want to setup a HIP file that contains a low res character rig, that the animator will work with. In another HIP file I want to have a character that will be used for simulations, and in a third HIP file is the master scene file that is used for rendering. How can I transfer the finished animation from the animators HIP file to the other two HIP files? Assuming that all three HIP files contain objects/parameters with the same names. Thanks, p.s. This is the work flow I use to do in 3ds Max, but if it's not recommended to work this way in Houdini, then please explain. Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted September 1, 2011 Share Posted September 1, 2011 Ideally use a cache of the lower resolution geometry and then subdivide as needed in other files. If that won't work in this particular situation then you could export .chan files for each channel of the animation that would get applied to the rig again in other files. Quote Link to comment Share on other sites More sharing options...
Annon Posted September 1, 2011 Share Posted September 1, 2011 You could easily do this with CHOPs and chan files. Peter Quint has a couple of little vids on this, but the Houdini help should be able to sort you out. http://vimeo.com/7488503 Quote Link to comment Share on other sites More sharing options...
kumpa Posted September 1, 2011 Share Posted September 1, 2011 You can save takes and open them in another file, it even works with otl's you are using and updating all the time as long as parameter names stay same. 1 Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted September 2, 2011 Share Posted September 2, 2011 You can save takes and open them in another file.. Didn't know that, thx for the tip. Anyway, i think transferring animation with .chan files is the best way to go. Quote Link to comment Share on other sites More sharing options...
symek Posted September 2, 2011 Share Posted September 2, 2011 ... not to forget about mwrite -c / mread -o -M combo! http://www.sidefx.com/docs/houdini11.1/commands/mwrite Quote Link to comment Share on other sites More sharing options...
edward Posted September 2, 2011 Share Posted September 2, 2011 ... not to forget about mwrite -c / mread -o -M combo! http://www.sidefx.co...commands/mwrite Seconded. However, the recommended workflow is to use HDAs for your characters for long term scalability and robustness. This option does require more initial upfront effort though. Quote Link to comment Share on other sites More sharing options...
Jason Posted September 2, 2011 Share Posted September 2, 2011 Copying around animation are features that Houdini is sorely missing. I would love things like: 1) being able to Copy channels in the Channel Editor and then paste to other nodes. 2) to be able to Copy All Channels from a node's gear menu, along with Paste Copied Channels in that menu 3) to able to "Also Copy.." to append to a the parmClipboard (perhaps Shift+Ctrl+C?) Saving out to .preset files to copy channels between nodes is really quite silly. And an elaborate CHOPs solution is complete overkill. -- PS. I am RFE'ing these now -- I think I did some of this yeeears ago but I was at DD then. Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted September 2, 2011 Author Share Posted September 2, 2011 Thanks guys, a lot of options here, I'm going to review them all. I'm going to have to look at the CHOPS approach. That wasn't an answer I was expecting, and maybe using wild cards for importing channels it could be made into a re-usable tool as long as the nodes follow a naming convention. Quote Link to comment Share on other sites More sharing options...
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