Hi.
In the next few months, I decided to learn the character set-up and character animation in Houdini. But above all, in order to animate and set-up the character it should be first modeled and textured. For character creation i decided to use Silo, ZBrush and Photoshop. Tell me please how I can build my pipeline more comfortable based on this programs? Maybe someone use the same software for character creation?
In character creation, as well as animation and character set-up I'm a newbie. Therefore, I ask you to give me your answers and advices as detailed as possible.
Character design pipeline for animation in Houdini
5406 2 0- WotS
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- edward
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Here's a nice simple rig to get started with:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31169 [sidefx.com]
To skin it, check out the docs:
http://www.sidefx.com/docs/houdini13.0/character/proximity [sidefx.com]
http://www.sidefx.com/docs/houdini13.0/character/ [sidefx.com]
And others can probably suggest some good video tutorials on this topic
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31169 [sidefx.com]
To skin it, check out the docs:
http://www.sidefx.com/docs/houdini13.0/character/proximity [sidefx.com]
http://www.sidefx.com/docs/houdini13.0/character/ [sidefx.com]
And others can probably suggest some good video tutorials on this topic
- Mohammed Issa
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hi edward
i too have been exploring houdini's rigging and anim tools (so far im done with rigging)
but really you dont need to have a model fully textured or at its best condition.
you can instread produce a cage like model of your character( mine is from zbrush so i combine every pieces and produce 1 homogeneous mesh perfect enough for me to develop the bones and control rig( ofcourse with the help of proximity capture geometry method i dont have to worry about weights at early stages of development.
another thing is that we can use the almighty attribute transfer sop to copy a painted weights to a new version of the geometry.. if ever someone is still working on the model. you dont have to wait for it to finish..
another advice is that stay away from blendshapes at early rigging stage.
as you might know it depends on $PT so , if ever the model change drastically we can do much about saving our blendshapes.
best advice i can give is learn python..
goodluck
i too have been exploring houdini's rigging and anim tools (so far im done with rigging)
but really you dont need to have a model fully textured or at its best condition.
you can instread produce a cage like model of your character( mine is from zbrush so i combine every pieces and produce 1 homogeneous mesh perfect enough for me to develop the bones and control rig( ofcourse with the help of proximity capture geometry method i dont have to worry about weights at early stages of development.
another thing is that we can use the almighty attribute transfer sop to copy a painted weights to a new version of the geometry.. if ever someone is still working on the model. you dont have to wait for it to finish..
another advice is that stay away from blendshapes at early rigging stage.
as you might know it depends on $PT so , if ever the model change drastically we can do much about saving our blendshapes.
best advice i can give is learn python..
goodluck
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