Gurbo Posted June 10, 2005 Share Posted June 10, 2005 G'day, I have had a wonderful time modelling a head complete with teeth, gums, mouth sock and tongue. I popped some bones inside and captured the geometry. I opened the jaw (his lips are still stuck together) and now I am using the paint capture layer to set the geometry of the lower jaw to my jaw bone. I've found this is a good way to wrangle all those points into some resemblance of order.. Is there any way that I can capture this pose at the OBJ level and make it into an edit SOP so I can use it as the basis for a blendshape? Thanks very much for the help. Quote Link to comment Share on other sites More sharing options...
Jason Posted June 10, 2005 Share Posted June 10, 2005 Hey Gurbo, There is an Object viewport tool called "Morph" which allows EditSop editing across objects and also manages BlendShapes for you. Personally I've never really used it, but try it out. Cheers, Jason Quote Link to comment Share on other sites More sharing options...
edward Posted June 10, 2005 Share Posted June 10, 2005 When you have the character posed the way you like, you can just append a Null SOP to the Deform SOP (inside your skin object) and then lock the Null SOP. Quote Link to comment Share on other sites More sharing options...
michael Posted June 10, 2005 Share Posted June 10, 2005 yep... look into the : sopcreateedit Usage: sopcreateedit name sop1 sop2 sopcreateedit -d name sop1 sop2 If the -d option is not given, this command will create a Edit SOP describing the edit which transforms the geometry from sop1 to that of sop2. If the -d option is given, there must be a path from sop1 to sop2 containing a Deform SOP. A new Edit SOP will be created that can replace sop2 if inserted before the Deform SOP. Example: before: sop1 -> deform -> sop2 after: sop1 -> new edit -> deform In either case, the number of points in sop1 and sop2 must be equal. --- basically it lets you 'model' with a rigged character and then create an edit sop that contains the information houdini would need to modify the geometry...so you could do this lots of times - each time creating an edit that you can then feed into a blenshape etc... it's also really good for creating multiple models based on an original.... Quote Link to comment Share on other sites More sharing options...
Gurbo Posted June 11, 2005 Author Share Posted June 11, 2005 Hello chaps, Thank you very much for the suggestions. I got it to work in a very rudimentary way - but I was deleting histories and copying geometry to the one SOP where I hooked them all up to a Blendshape SOP. This seems to be the Maya way but I've gathered that this approach runs counter to procedural paradigm in Houdini.. Jason, I'm still getting the hang of the Morph tool but I enjoy using it. It appears to only like point data and not being driven by bones. Edward, So, if I pose the bone, go into the SOP level create a null and lock it, do that again then I have two blendshapes I can blend between. Elegant. Arctor, Unfortunately I know little about Hscript - and I can't find any learning materials apart from about 10 minutes in the introductory Buzz VTM. I'm not familiar with the UNIX command line interface either. /obj/my_box -> sopcreateedit name sop1 sop 2 'name' is the label of the edit tile that will be created and sop 1 is the SOP that I am copying from (null1) and...I don't get what sop2 does. Do I have to make a SOP to copy the pose to.. No that's not right.. I made it work - but I'm not sure how. I check the new tiles and they all appear the same. Do I need to lock them, perhaps. I've learn how to change directories! Gurbo Quote Link to comment Share on other sites More sharing options...
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