Houdini 20 Rigging Pipeline and Tools

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Hello,

I have point out few thing's which can add value to houdini rigging tools and can be improved for future version as well.

1) In houdini, skinning weight's painting tools can be improved, for example like we have in (maya,blender) and now in unreal engine as well.

2) without using editgraph node can we simply add an option in the autorig component graph node to edit the graph.

3) In autorig component node (Spine), this node should work on end number of spine joint's not just four spine joint, if we have six spine joint's it should with that as well.

4) In autorig component node (Spine), if possible can we add options like (only IK, only FK or ik/fk both), with this option it will help the user to build the rig more quickly with APEX.

5) In Houdini, if possible can we get a basic biped APEX rigged character as a test geometry, like we have in unreal engine called mannequin, this will help the user to learn and understand the APEX rig much better way's.

6) In autorig component node, if possible can we add dynamics section, for example to make the joint's dynamic for tails, tentacle, or make the fk controller's should behave dynamically.

Will add more point's later, which can help to make and improve houdini rigging alot.
please do let me know you suggestion's as well

Thank you!
Sanal deep
Edited by sanaldeep1996 - April 24, 2024 13:02:20
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I'd love some of these additions as well, for your point 5 there are some APEX biped characters in the content library I've learned a lot from:
Electra: https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com]
Luchador and Chicken: https://www.sidefx.com/contentlibrary/luchador-chicken/ [www.sidefx.com]
https://www.noad.co [www.noad.co]
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Yeah the Electra and Luchador and Chicken rig's are really amazing, I have also learned from it alot.

my point is as a other artist's perspective and point of view if someone is not fimilar with houdini rigging at all, he or she can have a apex rigged character as test geometry by default to understand some basics, fundamentals of it.
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To improve weight painting i have few ideas

1) In maya we have option's to skin bind with the geo, if possible in houdini also we can have some more option's to capture weight's, please check the image attached related to it.

2) I have attached a video showing some of maya tools, which really be good if it's added in houdini.
for example :- in maya we have add influence option which helps use to add extra joint for weight painting without disturbing the exisiting skinning weight's, it save's alot of time. it will be really a time saver if we can have an option like this in houdini was well.
Image Not Found

Attachments:
maya_bindskin_options.png (161.5 KB)
maya_skinning_ref.mp4 (12.3 MB)

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sanaldeep1996
in maya we have add influence option which helps use to add extra joint for weight painting without disturbing the exisiting skinning weight's

The workflow you've shown works in Houdini too, I've attached an example.
Edited by danfitz82 - April 26, 2024 04:34:10

Attachments:
add_extra_joint_example.hip (238.5 KB)
add_extra_joint_example.png (1.4 MB)

https://www.noad.co [www.noad.co]
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okay let me try it with a character as well
thanks for the head's up
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