Q: Quadruped rig, jaw proxy, choosing captures

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Hi,

I'm following the new video tutorials, nice stuff!

When I create the Proxy geometry, I notice that the setting for Show: Bounding Geometry or Proxy Groups is important when you save the geometry, i.e. what you see is what gets saved. Easily fixed if you make a boo boo (like I did) but you might want to either highlight this in the video or (better) check the setting and ask if the user really wants to save the Bounding Geo instead of the Proxy Groups.

Once the Anim rig is created there is a jaw control, yet when creating the Proxy Groups, there is no way to specify what geometry is attached to the jaw, so animating the jaw control shows you nothing Is this something that just hasn't been added yet or a bug?

Speaking of bugs, the super-annoying bug where selecting (using Pose or Select/ERT) an Unlocked HDA jumps you inside the HDA is still there! Is this going to be fixed soon? It's really disconcerting and I can only image baffling to new users.

EDIT: Any news on the auto-tab switching being fixed? I find that crucial to working with a complex anim rig like this (or the Toon Character).

EDIT: So, in the paint weight tutorial you either have to have a colour already on the skin and use MMB to select it, or choose from the insanely long list which muscle you want. How do you just click on the bone/muscles in the UI like you did in H8? That seems the easiest, fastest and most intuitive way of doing it, I have to assume that's possible in H9

Cheers,

Peter B
Cheers,

Peter Bowmar
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How about selection handles that automatically change your selection
IE right clicking a null with the label lower back changes the paint select to lower back.
Or maybe filter the drop down.
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The sad part was, in 8.2 this worked fine from the Object level. Hopefully I'm just missing something obvious that the video didn't mention, ‘cause it’s not very fun to weight the skin the way it is. I have no idea what bone is what and no visual way to figure it out, without tediously tracing all the muscles back into their HDA's.

Calin, what am I missing?

Cheers,

Peter B
Cheers,

Peter Bowmar
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OK so I tried Edit Capture Weights, hoping the Spreadsheet might save me… alas, doesn't seem to work at all, at least with the Autorig… Is this broken in 9 or is it just the Autorig doesn't play nice with it? Or it doesn't play nice with Muscles (which would be a bug IMO)?

I'm out of ideas. How do I weight this thing in a quick and intuitive way? Painting is fine for final tweaks and smoothing, but I just want to select a bunch of points and say “They are assigned to this bone/muscle” like Edit Capture Weights did in 8.2. That menu doesn't do it, I want something to click on

Calin? Bueller?

Cheers,

Peter B
Cheers,

Peter Bowmar
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The 2 painting methods I highlighted in the tutorial are the 2 methods available for H9. Although all the bones related tools should work with metaballs there are a couple of differences. In the paint capture layer tool you can't CTRL+MMB on a muscle to select it, I think this is a bug, along with edit capture weights, but it may be a technical issue as well. On the other hand displaying the muscles will make the viewport slow because we need to polygonize all the metaball fields. I do believe the the painting process and working with muscles in general can be improved, and we're working on it but I'm afraid for H9 it will stay the same.

And to answer the jaw question, you are right there is no proxy for the jaw right now. Partially because we still have to figure out a better way to deal with overlapping geometry. In this case the head and the jaw will be overlapping. Secondly the facial rig isn't that far away in which case it will replace entirely the head.

I hope this makes a little bit of sense.

cheers
calin
Edited by - 2007年11月12日 11:19:47
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I'd say what we need is a simple, light viewport display object for muscles…that can be selected during a paint just like the bone object…
Michael Goldfarb | www.odforce.net
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Hi Calin,

calin
On the other hand displaying the muscles will make the viewport slow because we need to polygonize all the metaball fields.
Yeah, I discovered this playing around. The old Muscles had a Sphere mode that didn't show the Metaballs, that'd be the way to go. I turned down the LOD in the viewport which sped it up to usable speeds but of course, nothing else works
I do believe the the painting process and working with muscles in general can be improved, and we're working on it but I'm afraid for H9 it will stay the same.
Agreed! I'll wait for 9.1 then, since I was just trying to learn the new rigging stuff, but I don't actually need it right now.

Cheers,

Peter B
Cheers,

Peter Bowmar
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