edward Posted August 1, 2008 Share Posted August 1, 2008 Hit 'p' while in the Capture Geometry tool with your mouse in the viewer. There's an option to pick individual bones. Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 1, 2008 Author Share Posted August 1, 2008 Hit 'p' while in the Capture Geometry tool with your mouse in the viewer. There's an option to pick individual bones. cool that seems to work thanks a bit annoying thing is that it does not take the selection setup i have in the viewport (select only bones) so now i have to pick every single bone or unselect the nulls and all the controllers and stuff - i am sure there is some trick for that too - right ? Quote Link to comment Share on other sites More sharing options...
michael Posted August 1, 2008 Share Posted August 1, 2008 don't capture all your bones at once! do a capture for each area l_leg, r_leg, spine, l_arm, r_arm etc... this way you can go in and fix things without messing up anything else. Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 1, 2008 Author Share Posted August 1, 2008 i think i am lacking the fundamental "how to skin/capture/envelope in houdini" knowledge couldnt find a tutorial somewhere thats what i have right now i adapted my rig to a character one of my friends made - around 2 hours of work pretty difficult pose though so t-pose should be quicker now i have to skin it somehow leetest.mov Quote Link to comment Share on other sites More sharing options...
michael Posted August 1, 2008 Share Posted August 1, 2008 capturing a 3 bone chain and a poly tube will show you all you need to know Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 2, 2008 Author Share Posted August 2, 2008 painful to figure out so basic tools its like having to learn how to bind your shoelaces everytime you put on another shoe what is that little thingy there (images attached) i can never paint when it is visible and i dont know how to switch it off either Quote Link to comment Share on other sites More sharing options...
edward Posted August 2, 2008 Share Posted August 2, 2008 That's the symmetry handle I think. Right-click on it and turn off its visibility. Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 2, 2008 Author Share Posted August 2, 2008 thanks edward here is another character i used for testing the adapting abilities of the rig someonetest.mov Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 5, 2008 Author Share Posted August 5, 2008 (edited) i seem to have a weired dependency problem cant quite figure out whats the problem but when i disconnect a blend it works again even though the blend is not changing anything on the ikchain goal but it hardly moves when the blend is connected anyone having an idea ? dependencyproblem.mov Edited August 5, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
old school Posted August 5, 2008 Share Posted August 5, 2008 Recursion? Check this out to see if you are in to recursion: http://www.sidefx.com/index.php?option=com...&Itemid=216 Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 5, 2008 Author Share Posted August 5, 2008 (edited) yeah i am quite sure that was the problem it just seems that even with a blend it calculates it so if blend is 0 it does not affect it - but houdini seems not to get it and still calculates it - which ends up in a recursion i now solved the problem with having a second FK rig that works nicely i would like to see a FK/IK rig without seperate bones that supports stretch and all and does not have that problem a few people here in this thread wrote they never did a seperate rig i have to check out the cartoon rig and dig through those nodes dependencyNOproblem.mov Edited August 5, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 5, 2008 Author Share Posted August 5, 2008 (edited) ik to fk button working (just for arm - need to add the hand too) this is awesome in other packages you have to use external scripts and so on for that stuff from what i have seen so far i think houdini is a superb package for creating advanced character rigs the advanced stuff is a lot easier than in other packages havent seen too much of it yet tho magic_button.mov Edited August 5, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
Jason Posted August 5, 2008 Share Posted August 5, 2008 looks good Kris. interested in your progress... Quote Link to comment Share on other sites More sharing options...
andrewlowell Posted August 6, 2008 Share Posted August 6, 2008 Awesome Kris! Please post a hip file or something when you have a cool rig going! Yeah I'd agree that Houdini's rigging abilities are very untapped and very powerful compared to other apps (especially with muscles). I've had some luck with Houdini (compared to other packages) when it comes to integration of rigs with other tasks such as dynamics and FX. Gruesome hacks and scripts in other apps to get them to use information from particles or dynamics; but in Houdini it's easy. Here's a rig (that I still need to complete) that uses DOPs wires to drive bones and muscles; and CHOPs to drive delayed tail animation. http://www.andrew-lowell-productions.com/a...and_muscles.mov ik to fk button working (just for arm - need to add the hand too)this is awesome in other packages you have to use external scripts and so on for that stuff from what i have seen so far i think houdini is a superb package for creating advanced character rigs the advanced stuff is a lot easier than in other packages havent seen too much of it yet tho Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 6, 2008 Author Share Posted August 6, 2008 (edited) thanks guys much appreciated if you see anything odd or that can maybe done better or something that might cause problems - please let me know that looks like a really cool rig andrew i myself am not too much into muscles though because as an animator i want stuff to be simple and fast and muscles are supposed to be quite slow i heard houdini muscles are quite powerful though created a simple head setup with alignment switching created some nulls to see stuff in the video - hidden in the file (pic) head_setup.mov head02.hipnc Edited August 7, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 6, 2008 Author Share Posted August 6, 2008 adapted to mesh Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 6, 2008 Author Share Posted August 6, 2008 (edited) fianlly got it skinned slowly getting the hang of that capturing thing in houdini skin test or capture test skintest.mov Edited August 6, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 7, 2008 Author Share Posted August 7, 2008 (edited) other model - same rig leemodelskin.mov Edited August 7, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 7, 2008 Author Share Posted August 7, 2008 (edited) ik to fk fully working - ish i hope i am not annoying people with my many posts i use this thread also as a sort of blog because i have to document it hope thats allright iktofk.mov Edited August 7, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 7, 2008 Author Share Posted August 7, 2008 ik to fk fk to ik button fully functional fktoiktofk.mov Quote Link to comment Share on other sites More sharing options...
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