Hello! I'm trying to reproduce following UV layout procedurally with Houdini. It's called GUV uv's in Zbrush. It lays out quads in equidistant rectangles. With Houdini's layout sop you can rectify, but I couldn't find a way to "square-fy" making every edge the same length. Any ideas? (I tried with unitize, but couldn't get it to work the way I wanted)
Best,
Luis
Found 13 posts.
Search results Show results as topic list.
Technical Discussion » spuare uv layout procedural
- luisguggenberger
- 13 posts
- Offline
Solaris and Karma » Render Camera Slow to update but native cam is fast?
- luisguggenberger
- 13 posts
- Offline
I was able to fix it for me. It was the Scene Import bringing in the Materials. I had a stonewall with tons of named individual pieces. For some reason the material got recooked on all stones whenever I moved the camera. I deleted the name attribute, so it came in as one mesh and the lag was gone.
Edited by luisguggenberger - April 11, 2024 05:57:29
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
Yes it's certainly a good feature to have, been able to still use the mouse. When others in my studio tested it, they felt it was a bit unintuitive, that the webcam image doesn't behave like a mirror. When one hand accidentally got out of frame they moved the wrong hand first to bring it back into frame. (hope that discription makes sense)
If it would be me, I would probably have either two toggles (flip image/flip hands) or have the mirrored image as the default without actually mirroring the hands.
That said it's an easy fix inside Houdini for anyone who wants a different behavior.
I made a first test today adding finger motion to a body mocap and it worked out pretty good! It still needs cleanup for final animation but for previs it does a great job. It was a bit of a struggle to record the motion capture and playing back live the body animation, so that body and hands match time wise. I don't quite understand the "Time Dependant" toggle on Mocap Stream. It helps in terms of performance when the real time toggle is switched on, but for some reason I had to timeshift to get the finger animation into place.
If it would be me, I would probably have either two toggles (flip image/flip hands) or have the mirrored image as the default without actually mirroring the hands.
That said it's an easy fix inside Houdini for anyone who wants a different behavior.
I made a first test today adding finger motion to a body mocap and it worked out pretty good! It still needs cleanup for final animation but for previs it does a great job. It was a bit of a struggle to record the motion capture and playing back live the body animation, so that body and hands match time wise. I don't quite understand the "Time Dependant" toggle on Mocap Stream. It helps in terms of performance when the real time toggle is switched on, but for some reason I had to timeshift to get the finger animation into place.
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
One thing I realized using "Flip image" in VML Streamer it also flips the hand assignment. So when flipped I'm controlling the right hand using my left hand. It's an easy fix in houdini obviously, just realized this behavior changed from the previous version and was wondering if it was intentional.
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
fabriciochamon
Do you mind if I add your hip (with credits of course) to the github sample scenes folder ?
Sure, please do! If I find time this week I will upload a cleaner hip file, which you could update on github.
Best,
Luis
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
Hi guys,
Attached is my new hip file. I had best results using two full body IKs (first for the palm, second for the fingers), since I could limit joint rotations to prevent unnatural motion. I couldn't figure out a way to limit axis rotations with the vop ik solver. I also found a way to prevent bone scaling with rig vops. Thank you Fabricio for your awesome input and all your work! I used some of your nodes in my hip file, I hope you don't mind! I apologize in advance for the messy hip file.
Best,
Luis
Attached is my new hip file. I had best results using two full body IKs (first for the palm, second for the fingers), since I could limit joint rotations to prevent unnatural motion. I couldn't figure out a way to limit axis rotations with the vop ik solver. I also found a way to prevent bone scaling with rig vops. Thank you Fabricio for your awesome input and all your work! I used some of your nodes in my hip file, I hope you don't mind! I apologize in advance for the messy hip file.
Best,
Luis
Edited by luisguggenberger - March 1, 2024 10:12:31
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
Hi Oliver,
attached is the hip file. I cleaned it up a bit. Left hand only at the moment. You can crank up the "Smooth Factor" in VML Streamer to get less jitter. I had another idea to force finger bone lengths in vex before feeding it into the IK solver.
Here is a reference of how to match the neutral pose. The hand should face the camera with fingers stretched out.
attached is the hip file. I cleaned it up a bit. Left hand only at the moment. You can crank up the "Smooth Factor" in VML Streamer to get less jitter. I had another idea to force finger bone lengths in vex before feeding it into the IK solver.
Here is a reference of how to match the neutral pose. The hand should face the camera with fingers stretched out.
Edited by luisguggenberger - Feb. 26, 2024 04:21:12
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
Just updated to the newest version. Works for me. Thank you Fabricio!
I was able to fix the orients by using a rest skeleton and retarget the point positions with an IK solver. First I get the hand orientation with look at the root of index and pinky using the root of middle as an up vector.
It sort of works, the main issue is that the length of the fingers changes, so the IK has sometimes difficulties to reach the target.
white is rest
red is just copying the point positions of the animiation, with broken orients
green is after the finger IK with fixed orientations but slightly different pose due to different bone scale.
I was able to fix the orients by using a rest skeleton and retarget the point positions with an IK solver. First I get the hand orientation with look at the root of index and pinky using the root of middle as an up vector.
It sort of works, the main issue is that the length of the fingers changes, so the IK has sometimes difficulties to reach the target.
white is rest
red is just copying the point positions of the animiation, with broken orients
green is after the finger IK with fixed orientations but slightly different pose due to different bone scale.
Edited by luisguggenberger - Feb. 26, 2024 04:21:29
H20 Tech Art Challenge » WIP | Vision ML tools [Utility]
- luisguggenberger
- 13 posts
- Offline
Hi guys,
found out about this tool yesterday and installed it straight away. It works like a charm. Amazing work Fabricio! I was trying to retarget the hand mocap points to a kinefx rig and had medium success with it. I have difficulties keeping the orientations stable. Has anyone tried this yet? I will post my progress next week.
All the best,
Luis
found out about this tool yesterday and installed it straight away. It works like a charm. Amazing work Fabricio! I was trying to retarget the hand mocap points to a kinefx rig and had medium success with it. I have difficulties keeping the orientations stable. Has anyone tried this yet? I will post my progress next week.
All the best,
Luis
Technical Discussion » Error Unable to find layer file:
- luisguggenberger
- 13 posts
- Offline
I ran into the same issue and was able to solve it by just putting the File Pattern in quotation marks in a reference lop: "G:/My Drive/work/2023/solaris_test/geo/manyshapes.usd"
Solaris and Karma » Edit SOP create while looking through a camera in LOPs
- luisguggenberger
- 13 posts
- Offline
Thanks mtucker. This is hopefully something that will be implemented/fixed in future. For a layout/concept artist it's sometimes mandatory to model while looking through a camera. To adjust a landscape based on that specific view etc.
Solaris and Karma » Edit SOP create while looking through a camera in LOPs
- luisguggenberger
- 13 posts
- Offline
Hi,
I'm trying to edit a grid while looking through a camera in LOPS. The only solution I found was to LOP import the camera to obj level. Is there an easier/faster way to do it?
If I'm inside the sopcreate, the camera is not showing up, since it's downstream in LOPS (see screenshot leftside). When I plug the grid below the camera (right), Houdini crashes.
Thanks,
Luis
I'm trying to edit a grid while looking through a camera in LOPS. The only solution I found was to LOP import the camera to obj level. Is there an easier/faster way to do it?
If I'm inside the sopcreate, the camera is not showing up, since it's downstream in LOPS (see screenshot leftside). When I plug the grid below the camera (right), Houdini crashes.
Thanks,
Luis
Solaris and Karma » Freeze Transform and Combine Containers
- luisguggenberger
- 13 posts
- Offline
Hi,
I'm trying to switch my workflow from obj-level to stage and missing some features.
Following shelf tools I'm using quite frequently:
- Combine
- Extract
- Freeze transform
- Move Pivot to Center
- Move Center to Pivot
Combine and Extract two sopcreate's for example or "moving" a stage-level sopcreate transform into a sop-level transform.
Do you know how to achieve this in Solaris without doing it manually?
Thanks!
Luis
I'm trying to switch my workflow from obj-level to stage and missing some features.
Following shelf tools I'm using quite frequently:
- Combine
- Extract
- Freeze transform
- Move Pivot to Center
- Move Center to Pivot
Combine and Extract two sopcreate's for example or "moving" a stage-level sopcreate transform into a sop-level transform.
Do you know how to achieve this in Solaris without doing it manually?
Thanks!
Luis
-
- Quick Links