Hello,
After only one or two weeks I spent with Apprentice and following online tutorials a couple of questions raised in my mind, and despite the fact that it may be too early to ask I couldn't stop my self :?
Here is one:
Is it possible to use/convert autorig wires as/to native bones of Houdini without taking multiple steps to reach the animation rig? And immediately start painting weights on autorig's bones (wires in that case) after replacing them appropriately. If not, why?
I see that this is possible if you use native bones at the first hand, since they already have capture geometries.
Of course there should be some strong reasons for having a separate animation rig and a deform rig along with autorig but this is out of my very limited experience at the moment :wink:
Sorry if my question sounds unclear or odd, I only have some background with one other software’s skeleton features and English is not my native language.
Regards
Question
Apprentice(ship) question :)
2812 2 2- Question
- Member
- 8 posts
- Joined: 12月 2007
- Offline
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
The autorig builds the animation and deformation rigs.
In some ways this is happening but with the bounding regions you set in the autorig.
Right now the bounding regions are used to build the proxy geometry for the animation rig. It would be nice if these same bounding volumes would also capture geometry in the animation rig.
Then you could continue to paint weights in the animation rig.
Once you have the animation rig, you can actually delete the autorig node. Then recreate it some time later. Any hand tweaks to the auto rig will just not carry through nor will they be retained.
In some ways this is happening but with the bounding regions you set in the autorig.
Right now the bounding regions are used to build the proxy geometry for the animation rig. It would be nice if these same bounding volumes would also capture geometry in the animation rig.
Then you could continue to paint weights in the animation rig.
Once you have the animation rig, you can actually delete the autorig node. Then recreate it some time later. Any hand tweaks to the auto rig will just not carry through nor will they be retained.
There's at least one school like the old school!
- Question
- Member
- 8 posts
- Joined: 12月 2007
- Offline
-
- Quick Links