KrisStaber Posted August 7, 2008 Author Share Posted August 7, 2008 added ability to align FK or the IK arm to different controllers armalignments.mov Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 9, 2008 Author Share Posted August 9, 2008 (edited) i am having a problem here when i move the rig it has acceptable performance - not great but acceptable but then when i put a keyframe on it - it becomes a lot slower when i put a second keyframe on another frame - it becomes even slower after the third keyframe on a third frame - the rig becomes unusably slow its always writes out cooking this and that node in the lower left corner i am just putting keyframes onto the root controller TX TY TZ what can that be ? oldschool mentioned that there is a problem when you put keyframes onto chops because every keyframe increases the load on the chops is that whats happening in my rig ? i am just using chops for distance calculation nothing fancy keyframe_cooking2.mov Edited August 16, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
JoshJ Posted August 9, 2008 Share Posted August 9, 2008 yeah it looks like chops is the problem because it's trying to calculate the entire range. Here are three different things you could do to speed it up: 1. the object? chop has a parameter called channel range, change that to "use current frame" 2. use the distance() expression in parameters instead of chops to calculate the distance, that will just calculate for the current frame 3. object merge the point1 inside the nulls in another geometry object, and use a vop sop to calculate the distance: Subtract the position of one point from another, then pipe that into a length vop, which will give you the distance, which you can write to an attribute, then call that attribute value from anywhere else by using the point() expression. It sounds like more steps but this way might actually be quite fast. i am having a problem herewhen i move the rig it has acceptable performance - not great but acceptable but then when i put a keyframe on it - it becomes a lot slower when i put a second keyframe on another frame - it becomes even slower after the third keyframe on a third frame - the rig becomes unusably slow its always writes out cooking this and that node in the lower left corner i am just putting keyframes onto the root controller TX TY TZ what can that be ? oldschool mentioned that there is a problem when you put keyframes onto chops because every keyframe increases the load on the chops is that whats happening in my rig ? i am just using chops for distance calculation nothing fancy Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 9, 2008 Author Share Posted August 9, 2008 (edited) thanks a lot josh i will give them a try would be a bummer if chops would not be usable in rigs - they are awesome do autorigs use chops ? in the mean time i adapted the rig to another character same rig different character lifeguard.mov lifeguard_dev.mov Edited August 9, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
JoshJ Posted August 9, 2008 Share Posted August 9, 2008 oh chops are definitely usable in a rig, as long as you limit their calculation so they don't try to calculate the entire timeline every time you move the rig if you need that functionality for some secondary animation however, then you can make a switch to turn it off while keyframing the base animation, then turn it on to see the result with the secondary animation. You can also check the performance monitor, it can give you realtime output of the time it takes each node to process... so these types of situations are easier to troubleshoot; you can see exactly which node is the bottleneck. thanks a lot josh i will give them a try would be a bummer if chops would not be usable in rigs - they are awesome do autorigs use chops ? in the mean time i adapted the rig to another character same rig different character Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 16, 2008 Author Share Posted August 16, 2008 (edited) just reporting that this fixed the issue with the cooking setting keys does not start a 5 minutes cooking process now just took me a while to change that i must have like 40 to 50 distance checks via chops in my rig oldschool strongly advised me against using chops for something like that but i cant really get the right distance via the distance expression keyframing_.mov Edited August 16, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 17, 2008 Author Share Posted August 17, 2008 reset buttons reset bodyparts position reset.mov Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 22, 2008 Author Share Posted August 22, 2008 (edited) made a quick lil video adapting the rig: http://tinyurl.com/adaptmov quick walkthrough of the rig http://tinyurl.com/walkthroughmov Edited August 23, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
michael Posted August 22, 2008 Share Posted August 22, 2008 great work Kris! good luck with your presentation! Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 23, 2008 Author Share Posted August 23, 2008 (edited) great work Kris!good luck with your presentation! thanks michael there is a lot to change or make better in that rig technically and usability wise - its a bit "hacky" at the moment the functionality is in there but not implemented ideally but i guess for ~5 weeks without any prior houdini knowledge thats ok it was more of a "lets see if I can rig in houdini" I may start from scratch - redo the whole thing and make it really clean and consistant then i could give it to the community to use Edited August 24, 2008 by KrisStaber Quote Link to comment Share on other sites More sharing options...
sibarrick Posted August 24, 2008 Share Posted August 24, 2008 That would be awesome. Hope you get the chance to do that. Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted November 15, 2008 Author Share Posted November 15, 2008 (edited) I just skimmed through my thread and realized that i didnt write it anywhere i think houdini is by far the best tool for rigging i have seen so far (xsi, maya, 3dsm) at least telling from how far i got with it unfortunately i was not able to see how rigging/animation in houdini works in a production environment Which is something i would love to do since i think houdini is an amazaing package ! for production I mostly use maya (due to the people and companies I work with) things that are a pain in other packages are supersimple to implement in houdini some things could use an update or attention from the developers to make it more streamlined and even more userfriendly but every software has that problem i guess unfortunately it does not look like i will have time to redo the rig anytime soon or create tutorials (hope that new buzz thing is useful - would have been great to have that when i started) i am now back in vienna animating for games and commercials here are the videos and the documentation adapting the rig: http://krisstaber.at/posted/krigger/krigger_adapt_HD.mov quick walkthrough of the rig: http://krisstaber.at/posted/krigger/krigge...kthrough_HD.mov documentation: http://krisstaber.at/posted/krigger/frameset.htm Edited October 21, 2010 by KrisStaber 1 Quote Link to comment Share on other sites More sharing options...
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