zoki Posted August 14, 2006 Share Posted August 14, 2006 Hi here is wip render of my new character waiting to be rigged, textured and displacement mapped in Houdini. I have some questions regarding rigging coat! How should I setup coat tails because I want them to be animated in wind but I wouldnt necesarily want to do cloth sim and wait one week to render just plain bones?wire deformers? any c&c welcome regards Zoran !!!important!!! if you dont see images go to my blogsite! Quote Link to comment Share on other sites More sharing options...
Jason Posted August 14, 2006 Share Posted August 14, 2006 Hey Zoran, Looking good there; excited to see what you'll do with it. (Sorry, no reasonable advice about rigging from me except for vacuous encouragement) Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted August 14, 2006 Share Posted August 14, 2006 .... can see anything ... i see three times "IPB Image" and nothing else... Quote Link to comment Share on other sites More sharing options...
zoki Posted August 14, 2006 Author Share Posted August 14, 2006 If you dont see images please go to my blog site-link in signature I wrote to admin but he sees images so some "people see and some not" hahahahaha this is deep Z Quote Link to comment Share on other sites More sharing options...
thekenny Posted August 14, 2006 Share Posted August 14, 2006 it looks cool, you should try to change the RenderTab -->Geometry--As is option to be polygons as a subdivision surface. Mantra and renderman can do this and it will help take the edges away. It will change how you model some of the detail work and eliminate the use of the subdivideSOP if you are using it. Hopefully it won't blow up when you try to render it as a subD surface... sometimes depending on where and how you model things... this can blow things up. As far as the coat goes... I would just rig it with standard bones.. and find a nice way to animate the wind effect. There are a number of ways to do that bit. -k Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted August 14, 2006 Share Posted August 14, 2006 I like the model - great job! I hope to see more! Quote Link to comment Share on other sites More sharing options...
edward Posted August 15, 2006 Share Posted August 15, 2006 What about two wire deformers and then run the wires through a DOP wire solver simulation? Just another idea. Quote Link to comment Share on other sites More sharing options...
zoki Posted August 15, 2006 Author Share Posted August 15, 2006 Hi thanks for replies&sugestions jason I have a little scene-shot idea for this guy, but it is very demanding and complex for one guy, so I am even toying with idea to put a little brief toegether and post it here and who wants can take part of it and community guys finnish it for their portfolios-and learn tons on the way this wouldnt be for senior guys like you and others but mostly for newb Houdini guys to get a little non commercial piece into portfolio and its easier to finnish it if its a group driven idea thekenny Thanks for the tip, didnt know about this, and its really helpful!!! I will re render and post the difference edward i was thinking the same It is a nice way to implement dops , what kind og changes would I need then in geometry-or I can bring whole coat in dops? Quote Link to comment Share on other sites More sharing options...
edward Posted August 16, 2006 Share Posted August 16, 2006 No, I was just thinking of doing some wires in DOPs and then use the WireCapture/WireDeform SOPs to deform your geometry. I just realized a problem with this though. I'm not sure how weighting will blend in with your bones. So thekenny's idea seems simplest. Just rig some bones. You can always use Follow Curve IK on the bones on the wire dynamics solved from DOPs later on if you want. Quote Link to comment Share on other sites More sharing options...
zoki Posted August 16, 2006 Author Share Posted August 16, 2006 Thanks Edward yes this sounds cool to use dops wire just for guiding bones I will see how much I progress in Houdini rigging until high poly-displacement map is done for Captain One question though If you check I am doing this starfish http://odforce.net/forum/index.php?showtopic=4448 I would like to rigg it before captain for learning purpose I would like this starfish to behave like somekind of softbody in maya How can I do this in Houdini? I would like starfish to have bones for tentacle animation but also to have one placement locator so when you pick it and place it on rocks or flat sand it should adapt to it regards Zoran Quote Link to comment Share on other sites More sharing options...
peterr Posted August 16, 2006 Share Posted August 16, 2006 Like kenny mentioned, I'd likely try bones first. What I would suggest though is a series of IK chains, with the goals parented to the control points on a object level path. These control points I would then bring into chops to create an ambient "wind" movement. That might be fun, with the opportunity to bring in an audio sample of wind that you could use to drive the curve. Thanks Edwardyes this sounds cool to use dops wire just for guiding bones I will see how much I progress in Houdini rigging until high poly-displacement map is done for Captain One question though If you check I am doing this starfish http://odforce.net/forum/index.php?showtopic=4448 I would like to rigg it before captain for learning purpose I would like this starfish to behave like somekind of softbody in maya How can I do this in Houdini? I would like starfish to have bones for tentacle animation but also to have one placement locator so when you pick it and place it on rocks or flat sand it should adapt to it regards Zoran Quote Link to comment Share on other sites More sharing options...
zoki Posted August 16, 2006 Author Share Posted August 16, 2006 yes peterr, this sounds like "houdini way of doing it" I might as well try this thanks z Quote Link to comment Share on other sites More sharing options...
edward Posted August 17, 2006 Share Posted August 17, 2006 I would like starfish to have bones for tentacle animation but also to have one placement locator so when you pick it and place it on rocks or flat sand it should adapt to it Offhand, I'm not sure. Others will have better ideas. I suppose one way is just to layer a lattice (with crossbars) deformation after it so that you can run it through the Spring SOP or Softbody POP. Another way perhaps is to feed it through the cloth solver. I don't know how one would really go about doing these things though. Just ideas. Quote Link to comment Share on other sites More sharing options...
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