giordiTD
giordiTD
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new houdini tutorial : strechy IK with CHOPS PT 1 and 2 2013年5月27日13:45
[postimg.org]
Hello guys how is it going?
I have here for you two tutorials about some advanced rigging feautures for a stretchy IK by using chopnet!
you can find it here on the sidefx website itself :
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=191&Itemid=345 [sidefx.com]
in the first part we build the regular stretchy Ik
in the second part we are gonna add some more advanced feature like the knee/elbow lock and knee/elbow slide!
comment and critiques are more then welcome guys!
If you want to be update for the next coming tutorial just subscribe to the newsletter :
marcogiordanotd.com/newsletter.php [marcogiordanotd.com]
or follow me on the vimeo channel
Hello guys how is it going?
I have here for you two tutorials about some advanced rigging feautures for a stretchy IK by using chopnet!
you can find it here on the sidefx website itself :
http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=191&Itemid=345 [sidefx.com]
in the first part we build the regular stretchy Ik
in the second part we are gonna add some more advanced feature like the knee/elbow lock and knee/elbow slide!
comment and critiques are more then welcome guys!
If you want to be update for the next coming tutorial just subscribe to the newsletter :
marcogiordanotd.com/newsletter.php [marcogiordanotd.com]
or follow me on the vimeo channel
Curve normals : implement this algorithm 2013年5月5日7:13
alright I got it done ! Actually with a custom python operator!
It s free download so have fun with it!
[postimg.org]
for more information you can check here!
http://www.marcogiordanotd.com/blog/cg-general/houdini-otl-normals-on-curve [marcogiordanotd.com]
C&C appreciated
It s free download so have fun with it!
[postimg.org]
for more information you can check here!
http://www.marcogiordanotd.com/blog/cg-general/houdini-otl-normals-on-curve [marcogiordanotd.com]
C&C appreciated
Curve normals : implement this algorithm 2013年4月19日2:41
edward
As a side note, this is similar to what the InverseKin CHOP uses for Solver Type=Follow Curve, Curve Normals = Best Guess on an object-level path. Takes the normal from the first path cv and propagates that through so that you can do full revolution twists.
BTW, I like the suggestions on the cross posted thread on odforce.
thank you sir , yes that s exactly my final goal I am trying to replicate my quaternion spine (which means i need to twist along the curve) in houdini and then give it to the community as I did with a lot of custom maya nodes.
I was also thinking then to try to write a python sop that should be fairly easy 8) 8)