Hi everyone, I'm a beginner here, I started to learn Houdini just a couple of weeks ago.
right now I'm trying to learn something about rigging, and I started with the autorig tool.
While I was painting the weights in my mesh, I realized that the origin of the shoulder bone was in a wrong position, a little below the right place.
is it possible to change the origin position of that bone without loosing all the weight information of the rest of the body?
Or I have to start all over again?
(I used the autorig tool, so I have also the proxy geometry, is that a problem?)
thankyou!
changing bone origin after envelope
5109 8 1- criscornellius
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- old_school
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Just use the Align Capture Pose tool from the shelf and select the bones you wish to reset. Be careful as this tool is “alive” meaning any bone you touch will perform the Synchronization operation.
Steps:
1) Move your bone to the new position and don't worry about moving the geometry. If you do worry about that and you don't want to move the skin, you have two choices:
a) move the display flag to the SOP feeding the Deform SOP
or
b) In the main top menu Edit > Objects > choose the “Capture Pose” option. Now move your bone(s). Then change the Objects option back to “None”.
The bold hint at the top of the viewport “Kinematic Override: Capture” should be enough to tell you that continuing on this way is not a good thing.
2) Now you see that the skin is all pulled about. No biggie. Just use the Align Capture Pose tool to reset the deform to the capture transform and the skin will pop back to it's rest position.
The default for the Alight Capture Pose is “Animation with Capture” which will do what you want. The alternative “Capture With Animation” does the opposite action.
Steps:
1) Move your bone to the new position and don't worry about moving the geometry. If you do worry about that and you don't want to move the skin, you have two choices:
a) move the display flag to the SOP feeding the Deform SOP
or
b) In the main top menu Edit > Objects > choose the “Capture Pose” option. Now move your bone(s). Then change the Objects option back to “None”.
The bold hint at the top of the viewport “Kinematic Override: Capture” should be enough to tell you that continuing on this way is not a good thing.
2) Now you see that the skin is all pulled about. No biggie. Just use the Align Capture Pose tool to reset the deform to the capture transform and the skin will pop back to it's rest position.
The default for the Alight Capture Pose is “Animation with Capture” which will do what you want. The alternative “Capture With Animation” does the opposite action.
There's at least one school like the old school!
- criscornellius
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thank you for the reply.
I Will try to fix this out but,
I have a problem with the second step you wrote.
I moved the bone and the origin to the right position and the geometry is messed up as you told me. then I select the bones and I click the Align Capture Pose tool, and nothing happens.
even if I first click the Align capture pose tool, and then select the bones and I press enter, the geometry is still messed up.
(i'm following the quadruped rig tutorial with autorig from the sidefx tutorials section).
I Will try to fix this out but,
I have a problem with the second step you wrote.
I moved the bone and the origin to the right position and the geometry is messed up as you told me. then I select the bones and I click the Align Capture Pose tool, and nothing happens.
even if I first click the Align capture pose tool, and then select the bones and I press enter, the geometry is still messed up.
(i'm following the quadruped rig tutorial with autorig from the sidefx tutorials section).
- old_school
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That tool is trying to change the capture position parameters for the given bones. If the asset containing the bones is locked and those parameters are not raised, no way it can change those parms.
If that is the case, then unlock the asset.
It is real easy to test this out on a simple scene. Just create a tube, add some bones, capture by proximity, paint a few weights, then try the steps I outlined. This is a simple 2-3 minute test. Then once you get it, try on your complicated rig and trace back if it doesn't work.
If that is the case, then unlock the asset.
It is real easy to test this out on a simple scene. Just create a tube, add some bones, capture by proximity, paint a few weights, then try the steps I outlined. This is a simple 2-3 minute test. Then once you get it, try on your complicated rig and trace back if it doesn't work.
There's at least one school like the old school!
- labuzz
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- punkweazel
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Hi guys,
I was struggling with this for a while, and almost created a new post, because I couldn't get it to work. Then I figured out my mistake, and thought I'd share it here for anyone else having the same issue.
I followed the steps, with no visual result, and was confused…
Perhaps it's because of new workflows, but there's one thing that Jeff doesn't mention about this process.
****
You have to re-stash your input geometry, after using the Align Capture Pose tool, in order to see the results.
****
Perhaps this was obvious to some people, but this stashing workflow is new to me.
I knew it would be simple.
I hope this helps anyone who find this thread looking for the same solution.
I was struggling with this for a while, and almost created a new post, because I couldn't get it to work. Then I figured out my mistake, and thought I'd share it here for anyone else having the same issue.
I followed the steps, with no visual result, and was confused…
Perhaps it's because of new workflows, but there's one thing that Jeff doesn't mention about this process.
****
You have to re-stash your input geometry, after using the Align Capture Pose tool, in order to see the results.
****
Perhaps this was obvious to some people, but this stashing workflow is new to me.
I knew it would be simple.
I hope this helps anyone who find this thread looking for the same solution.
- punkweazel
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Oh right. Another thing that was actually kind of obvious to me, but maybe not to some:
When Jeff says that the objects need to be “unlocked”, this also means that the selectability flag on the bones needs to be activated. If Houdini can't select the objects, it doesn't do anything.
Ok I'm done now.
Back to adjusting this rig
When Jeff says that the objects need to be “unlocked”, this also means that the selectability flag on the bones needs to be activated. If Houdini can't select the objects, it doesn't do anything.
Ok I'm done now.
Back to adjusting this rig
- goldfarb
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punkweazelPersonally I don't like using the Stash node at all.
You have to re-stash your input geometry, after using the Align Capture Pose tool, in order to see the results.
Before this node was created I would lock a node - if I needed to *temporarily* store the mesh.
My usual workflow is to write the mesh with the capture attributes to disk (or store it in the asset) and read it back into SOPs, then into the deform.
- goldfarb
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punkweazel
When Jeff says that the objects need to be “unlocked”, this also means that the selectability flag on the bones needs to be activated. If Houdini can't select the objects, it doesn't do anything.
He meant the HDA.
when an HDA is ‘locked’, there is no access to any of the nodes themselves, and therefore no way to change the capture parameters. “Allow Editing of Contents” will allow just that - then once you're done you can save the node contents and then “Match to Definition”
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