edward Posted March 13, 2015 Author Share Posted March 13, 2015 Because there's no changes when you first create it from the Network View pane. The sopcreateedit command specifically creates an Edit SOP with the changes between the two specified nodes. http://www.sidefx.com/docs/houdini14.0/commands/sopcreateedit Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 13, 2015 Share Posted March 13, 2015 Ah right I see, I never thought to look that up. Cheers Edward! Quote Link to comment Share on other sites More sharing options...
AaronAb Posted April 9, 2015 Share Posted April 9, 2015 (edited) Looks like someone at Naughty Dog has used delta mush to generate shapes for an example based skinning solution: http://www.cgmeetup.net/home/semi-auto-skinning-framework/ Wondering if the same couldn't be done in Houdini, blendpose CHOP (not shelf tool) gives us two methods for matrix decomposition. I've used a skinning by example solution in the past and it was a huge time saver and massively increased the quality of linear blend skinning. It would be nice to have it in Houdini. Edited April 9, 2015 by AaronAb Quote Link to comment Share on other sites More sharing options...
fathom Posted February 11, 2016 Share Posted February 11, 2016 Thank you for reminding me. I checked, it really can not rotate. Then I checked the algorithm, it was no problem. The problem was in the edit node. If you rotate a geo who was edited by an edit node it will be break. I think use bones rig or other way to deform it will no problem. Maybe I misunderstand you. i realize this is a bit old, but i was looking for a quick delta mush and found this setup. there's a problem with this setup, tho. the basis matrix from the rest position shouldn't be used to project your displacement back on your deformed shape, you should pull a new reference frame from the deformed geometry and use that. Quote Link to comment Share on other sites More sharing options...
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