jim c Posted February 19, 2013 Share Posted February 19, 2013 I imported an FBX rig/mesh into houdini. I added some bones for another mesh (shoes in this case), give the shoes a separate set of bones (because the bones from the FBX rig had bad capture geo values and I didn't want to muck with them or risk breaking something else. I captured the bones, and adjested the weights, in the main take when I articulate the rig it looks fine. When I switch to the take with all the animation data on it, it breaks. I'm stumped. Quote Link to comment Share on other sites More sharing options...
edward Posted February 20, 2013 Share Posted February 20, 2013 It's really hard to say with just those pictures. Some things to look out for: - Are the bones where you expect them to be? - Are the weights on those points what you expect them to be? - Has the capture pose shifted? An easy way to check this is to lock the input of the Deform SOP on the "good" take, and then switch to the "bad" take. If this fixes the problem, then it's because the "bad" take is changing parameters which affect the Capture SOP. In an ideal world, the input of the Deform SOP should cook identically between the two takes. Quote Link to comment Share on other sites More sharing options...
jim c Posted February 20, 2013 Author Share Posted February 20, 2013 Thanks. Somehow I think it was related to the capture pose. I merged in the take data, deleted the take(s), and then recaptured all the shoe bones and now it all works fine. I'm not 100% sure what I did to fix it, but it's cool now. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
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