jayopa86 Posted November 3, 2012 Share Posted November 3, 2012 (edited) Hi everyone, I was trying to make a bike cycle but I couldn't figure out how to rig the legs or make the animation on the right way. I tried parenting, parent constraint but I couldn't make it work so I need a little bit help to complete my scene. I tried for rigging but I'm not familiar with it so I failed on that too Actually I know I could do it with the expressions but it would be the hardest way so I was wondering if there is a easier way to do this cycle? So this is my reference http://youtu.be/CIGa52qPVvA?t=4m32s If some can help me I would appreciate ! Thanks UPDATE!!! So I've demonstrate what I need in maya. I made a little playblast I've just simply rigged it with 4 joints and skin with the geo but I couldn't figure out how to do it in Houdini... Houdini Animators help meee )) Here is the playblast from Maya http://youtu.be/41t4Tn_RRho?hd=1 movement_problem.hipnc Edited November 4, 2012 by jayopa86 Quote Link to comment Share on other sites More sharing options...
jayopa86 Posted November 5, 2012 Author Share Posted November 5, 2012 90 views no aswers is it really hard to do it in Houdini ?? Quote Link to comment Share on other sites More sharing options...
sly Posted November 5, 2012 Share Posted November 5, 2012 same kind of thing that in maya , make some bones with ik , and parent the ik to the geometry it need to follow Quote Link to comment Share on other sites More sharing options...
jayopa86 Posted November 5, 2012 Author Share Posted November 5, 2012 (edited) I've already tried that but it didn't work. I think I'm missing some steps :s Also if I need to use bone chain I lose all my cookies and stuff between the upper leg, lower leg and the connecting tube because rigging can do only on obj level? but if there is a way to do it inside the object thats the point that I'm missing Edited November 5, 2012 by jayopa86 Quote Link to comment Share on other sites More sharing options...
michael Posted November 5, 2012 Share Posted November 5, 2012 do it at the object level... in SOPs you'll need to figure out some very fancy and complicated offset rotations...it's just not worth it... Quote Link to comment Share on other sites More sharing options...
edward Posted November 7, 2012 Share Posted November 7, 2012 http://youtu.be/41t4Tn_RRho?hd=1 Video is marked as private. Quote Link to comment Share on other sites More sharing options...
edward Posted November 7, 2012 Share Posted November 7, 2012 So I've demonstrate what I need in maya. I made a little playblast I've just simply rigged it with 4 joints and skin with the geo but I couldn't figure out how to do it in Houdini... Houdini Animators help meee )) I took a quick look at your .hip file and yeah, that's not gonna work. My Maya knowledge is poor but here goes: - If you think of a Maya "shape node", then that's like the display SOP of a Houdini OBJ - A Houdini OBJ is similar to a Maya "transform node". - A Maya "joint" is like a Houdini Bone OBJ except that when you parent the bones together, then are offset along the length of the bone - A Maya "group node" is a like Houdini Null OBJ So your set up needs to be broken out into multiple objects. I think in Maya, a "shape node" is always parented under a "transform node"? So if you think of it in terms of your Maya scene, each "shape node"/"transform node" pair should be a separate Houdini OBJ. The problem with answering your question is that there's no single answer to give. Someone would need to write an entire tutorial to show you the basic concepts that you're missing. Try going through the explanations in the help regarding character. Quote Link to comment Share on other sites More sharing options...
jayopa86 Posted November 7, 2012 Author Share Posted November 7, 2012 I took a quick look at your .hip file and yeah, that's not gonna work. My Maya knowledge is poor but here goes: - If you think of a Maya "shape node", then that's like the display SOP of a Houdini OBJ - A Houdini OBJ is similar to a Maya "transform node". - A Maya "joint" is like a Houdini Bone OBJ except that when you parent the bones together, then are offset along the length of the bone - A Maya "group node" is a like Houdini Null OBJ So your set up needs to be broken out into multiple objects. I think in Maya, a "shape node" is always parented under a "transform node"? So if you think of it in terms of your Maya scene, each "shape node"/"transform node" pair should be a separate Houdini OBJ. The problem with answering your question is that there's no single answer to give. Someone would need to write an entire tutorial to show you the basic concepts that you're missing. Try going through the explanations in the help regarding character. Thank you I think I solved it a little bit but still it seems not good trying to improve my solution and also now I made the video public sorry for private video actually if someone could demonstrate it either with my file or with rough models like I did in Maya that would be great so I can digg the file and understand whats going on Quote Link to comment Share on other sites More sharing options...
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