Michael Goldfarb
goldfarb
About Me
専門知識
Technical Director
業界:
Education | Film/TV
Connect
LOCATION
Toronto,
Canada
ウェブサイト
Houdini Engine
Availability
I am currently employed at SideFX
My Badges
SideFX Staff
Since 6月 2015
チュートリアル
Recent Forum Posts
APEX graphs as geometry 2024年11月14日12:47
yes, I did say that didn't I?
we could have invented some sort of custom format to store the rig, but the skeletal geometry is right there so why not
it's just a quirk that you can then load this geometry and view it - makes for some fun tricks!
we could have invented some sort of custom format to store the rig, but the skeletal geometry is right there so why not
it's just a quirk that you can then load this geometry and view it - makes for some fun tricks!
Surfacing Bad Skeletal Geo with VDB 2024年8月27日11:22
try to fill some of those holes first, use polyFill etc
and I think the mesh needs to be reversed also
HTH
and I think the mesh needs to be reversed also
HTH
Weight Painting. 2024年8月9日12:49
yes, I go through it in the tutorial
but the main difference is that jointcapturebiharmonic:
does a bunch of stuff that you don't know about and don't have much control over (and I'd argue don't need)
hides everything from you - so you don't know what is going on, and can't figure out how to fix something if it doesn't give the results you expect.
the biharmonic capture in Houdini is the best that I've ever used, and with some planning, breaking up your mesh into logical pieces, using different resolution tet meshes (see the tutorial) etc will give you the best results
but the main difference is that jointcapturebiharmonic:
does a bunch of stuff that you don't know about and don't have much control over (and I'd argue don't need)
hides everything from you - so you don't know what is going on, and can't figure out how to fix something if it doesn't give the results you expect.
the biharmonic capture in Houdini is the best that I've ever used, and with some planning, breaking up your mesh into logical pieces, using different resolution tet meshes (see the tutorial) etc will give you the best results