ohiro2 Posted December 3, 2008 Share Posted December 3, 2008 HI, All I am going through the Quadruped Auto Rig Tool tutorial. when I open "animation rig done.hip" file. it gives me a lots of warning, mostly says Invalid channel or unrecognized param.... and I can't do refresh imports on deformation rig node like in the tutorial video. I also followed the tutorial video exactly and saved my own scene file ..and no luck.... Can someone give me any help , please? I am using version 9.5.134. Thanks. Quote Link to comment Share on other sites More sharing options...
mangi Posted December 3, 2008 Share Posted December 3, 2008 I happen to have these files from the summer. No issues in the new version 9.5.307 mangi Quote Link to comment Share on other sites More sharing options...
Jason Posted December 3, 2008 Share Posted December 3, 2008 Ohiro2, you have a pretty old version of 9.5 over there - can you upgrade? Quote Link to comment Share on other sites More sharing options...
ohiro2 Posted December 3, 2008 Author Share Posted December 3, 2008 Ok. I will upgrade and check how that works. Thanks. ohiro2 Quote Link to comment Share on other sites More sharing options...
ohiro2 Posted December 4, 2008 Author Share Posted December 4, 2008 (edited) I changed the Deform Type from bones to Muscles in helldog tutorial Auto rig node, then I could refresh imports on deform_rig. This drop down menu was not even there with my old version of houdini. I moved forward to painting but how do you paint the weight without knowing the skin weight info. How do you know which capture region should correspond to which area? In this tutorial, he did not paint all the capture region. In maya, you basically paint weight on all the joint and you can easily know which bone affects to which area roughly when you skin. I am confused. please help. Edited December 4, 2008 by ohiro2 Quote Link to comment Share on other sites More sharing options...
mangi Posted December 4, 2008 Share Posted December 4, 2008 (edited) Hello, You can see this information in the detail view. and in the Geometry Spread sheet. 3D is all the same , just a matter of learning how to do it in another APP. mangi Edited December 4, 2008 by mangi Quote Link to comment Share on other sites More sharing options...
michael Posted December 4, 2008 Share Posted December 4, 2008 look at the help on the paintCaptureLayer SOP and the Edit Capture Regions tool.... the Edit Capture Regions tool will allow you to visually define the initial capture region and the parameters of the paintCaptureLayer SOP will allow you to see the effect of a particular bone/muscle on the mesh as Black/White, Infra-Red etc.. Quote Link to comment Share on other sites More sharing options...
ohiro2 Posted December 8, 2008 Author Share Posted December 8, 2008 Ahhh, since I set the Deform Type in the helldog tutorial Auto Rig to Muscles, I totally misunderstand the process.... Now I can see the color region weights which correspond with each bones with Bones Deform Type. Quote Link to comment Share on other sites More sharing options...
mangi Posted December 8, 2008 Share Posted December 8, 2008 Ahhh, since I set the Deform Type in the helldog tutorial Auto Rig to Muscles, I totally misunderstand the process....Now I can see the color region weights which correspond with each bones with Bones Deform Type. Hi there . and glad to see some rigging is going on. I would just like to add a little thing to michael's reply. Selecting the chain bone there is a Display Capure Geometry check box, when you activate it you get the tools out in the view here is a snap shot. mangi Quote Link to comment Share on other sites More sharing options...
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