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getting into rigging - help highly appreciated


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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 ?

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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

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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

post-3994-1217639855_thumb.jpg

post-3994-1217639864_thumb.jpg

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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 by KrisStaber
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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 by KrisStaber
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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 by KrisStaber
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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

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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

post-3994-1218045804_thumb.jpg

head02.hipnc

Edited by KrisStaber
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