michael Posted February 12, 2003 Share Posted February 12, 2003 Just a general question for character animators... what is the favored way of animating characters in Houdini...by using geometry driving the bone rotations/IK translations or the bones themselves? in maya we use geometry : is this the way to go in Houdini as well...or is animating the bones OK? ps: check out the full animation...we had 3 weeks to do this, from scratch...not even any character designs...so we had some room to have a bit of fun...'uncle buzz' is the best! he's the one who is giving the 'double thumbs up'...ah, such an idiot...lol Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted February 12, 2003 Share Posted February 12, 2003 I think the bone is fine in Houdini. It's not hard coded, so you can do anything with the bone. Quote Link to comment Share on other sites More sharing options...
thekenny Posted February 12, 2003 Share Posted February 12, 2003 Just rotate the bones. If you are using noK then that is fine. If you are using Ik then I set up objects to move the Goals around. For Fk ( which in houdini is a single Ik bone) I do a similar thing, and often use rotations after I've parented my Fk goals around. If you saw my leg setup you will understand what I mean. If it is a segmented character you can just use the geometry to achieve the noK solution just fine. You can also dive into a boneOP and replace the display and render SOPs with your pre-defined geometry. Is this what you are getting at? -k Quote Link to comment Share on other sites More sharing options...
michael Posted February 12, 2003 Author Share Posted February 12, 2003 hmmm...yeah, I think I'm just a bit confused by the various types of FK/IK in Houdini, and the fact that the bones use regular geometry. I just found your leg - the one in the Isner spine thread ? - so I'll check that out. thanks Quote Link to comment Share on other sites More sharing options...
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