Autorig tool not working, chopnet extremity error or twisted hands/fingers
3141 7 1- Cigoler
- Member
- 70 posts
- Joined: March 2015
- Offline
I'm pulling my hair out here*.
I'm trying to use the Autorig shelf tool panel to generate a basic rig for an FBX model I've downloaded from Mixamo. I've attached it for anyone feeling generous.
I'm able to generate a rig if I just leave the skeleton alone but obviously it bears no relation to the mesh itself.
However if I try to line the base skeleton up with the mesh, once I click generate rig it'll eventually crash complaining in the console of some sort of extremity chopnet fault. On the occasions where it doesn't error out the hands are completely messed up, all twisted in on themselves. I've updated to the latest daily build of Houdini to rule out any long standing bugs/issues that have already been fixed and I've tried rigging it about 10+ times now and I'm starting to think either there's something wrong with the tool or I'm doing something wrong myself.
I've watched the houdini masterclass video on this and I've done all those steps but he glosses over the hands so I don't know if I'm doing it right or not. I know it looks obvious, and I thought I'm doing it right, but evidently not. I'm still not sure why I'm getting the extremity error in the first place - let alone the twisted hands and fingers - but it's infuriating because you have to start right from the beginning again.
Help greatly appreciated.
*tell a lie, I don't have any
I'm trying to use the Autorig shelf tool panel to generate a basic rig for an FBX model I've downloaded from Mixamo. I've attached it for anyone feeling generous.
I'm able to generate a rig if I just leave the skeleton alone but obviously it bears no relation to the mesh itself.
However if I try to line the base skeleton up with the mesh, once I click generate rig it'll eventually crash complaining in the console of some sort of extremity chopnet fault. On the occasions where it doesn't error out the hands are completely messed up, all twisted in on themselves. I've updated to the latest daily build of Houdini to rule out any long standing bugs/issues that have already been fixed and I've tried rigging it about 10+ times now and I'm starting to think either there's something wrong with the tool or I'm doing something wrong myself.
I've watched the houdini masterclass video on this and I've done all those steps but he glosses over the hands so I don't know if I'm doing it right or not. I know it looks obvious, and I thought I'm doing it right, but evidently not. I'm still not sure why I'm getting the extremity error in the first place - let alone the twisted hands and fingers - but it's infuriating because you have to start right from the beginning again.
Help greatly appreciated.
*tell a lie, I don't have any
Edited by Cigoler - June 18, 2019 10:56:24
- goldfarb
- Staff
- 3464 posts
- Joined: July 2005
- Offline
this issue should be fixed in tomorrow's build of Houdini…
in the mean time I had a go at rigging your character - very roughly
ModelMan_wip.hip - open this in tomorrow's build of H17.5 and drag+drop the HDA into the Autorigs panel and you should be able to continue from there.
ModelMan_rigged.hip - this is the very rough rig to test
ModelMan.bgeo.sc - your FBX geo object_merged into another geo and scaled down to Houdini size and saved
in the mean time I had a go at rigging your character - very roughly
ModelMan_wip.hip - open this in tomorrow's build of H17.5 and drag+drop the HDA into the Autorigs panel and you should be able to continue from there.
ModelMan_rigged.hip - this is the very rough rig to test
ModelMan.bgeo.sc - your FBX geo object_merged into another geo and scaled down to Houdini size and saved
Edited by goldfarb - June 18, 2019 11:32:43
- Cigoler
- Member
- 70 posts
- Joined: March 2015
- Offline
- goldfarb
- Staff
- 3464 posts
- Joined: July 2005
- Offline
- anon_user_89151269
- Member
- 1755 posts
- Joined: March 2014
- Offline
My latest test with the auto-rig.
What I did was to bypass the human legs/feet and add quad legs/feet modules for a character with quadruped like legs.
Tested in .285 and then .292. In the latter, in the viewport most ctrls are shifted to the rig's right before pressing Generate Rig.
What I did was to bypass the human legs/feet and add quad legs/feet modules for a character with quadruped like legs.
Tested in .285 and then .292. In the latter, in the viewport most ctrls are shifted to the rig's right before pressing Generate Rig.
Edited by anon_user_89151269 - June 20, 2019 03:09:49
- goldfarb
- Staff
- 3464 posts
- Joined: July 2005
- Offline
- anon_user_89151269
- Member
- 1755 posts
- Joined: March 2014
- Offline
- Loday_Gonpo
- Member
- 3 posts
- Joined: May 2014
- Offline
-
- Quick Links