MENOZ Posted November 1, 2006 Share Posted November 1, 2006 hi all, i'm new to houdini and to this forum. i tried to serach into the forum but i didn't get found anything. so.. maybe my method could be not right, but i found this way to go. I have a robot model, so no soft skinning is required, i just want to parent each piece of geometry to his bones. so i have many geomety operators with pieces of geometry that i will parent to the bones at the OBJ level. ok now say I want to make some squash and stretch to the entire body of my charachter. how could i do this? is correct to have each piece of geometry in variuos geometryOP or it should be better to have it all in a single SOP?? if so, how can i parent various parts of my character to his bones(that are at the OBJ level)? thanks! ps. sorry for my english, i'm italian Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted November 1, 2006 Share Posted November 1, 2006 just my first guess.. would be a sort of GeometryCHOP. with delayCHOP.. but this could be a crazy tought at same time... nothing else comes to my junior mind... oh .. ciao Menoz Quote Link to comment Share on other sites More sharing options...
MENOZ Posted November 2, 2006 Author Share Posted November 2, 2006 a ciao SUM i saw the delay chop... but i'm not happy with that solution.. i'd prefer to use a "scaling system", like in bones. the main problem is.. is there a method to put a deformation effect AFTER a bone system? Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted November 2, 2006 Share Posted November 2, 2006 hm... i'm not really expert in rigging/char animation in houdini .. so i'm just guessing... but what about modifying the CHOP operators that cares about kinematics and enveloping.. and adding what you need there? (delay or dunno what else).... hope this makes sense.. cheers Quote Link to comment Share on other sites More sharing options...
edward Posted November 2, 2006 Share Posted November 2, 2006 I have a robot model, so no soft skinning is required, i just want to parent each piece of geometry to his bones. so i have many geomety operators with pieces of geometry that i will parent to the bones at the OBJ level.ok now say I want to make some squash and stretch to the entire body of my charachter. how could i do this? The best way is to put the geometry inside the Bone objects themselves. Wire it into the second input of the Bone SOP and turn on Show Proxy Geometry. For a global squash/stretch, what about just scaling your root object of all the bones? If you want to do some more complicated global deformation effect, I think you will need to create a new object that uses the Object Merge SOP to merge in all your proxy geometry. Make sure your Transform Object is ".". Now you can just apply whatever SOPs you want. You render this instead. Quote Link to comment Share on other sites More sharing options...
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