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Can the CaptureLayerPaint SOP be painted by Region? 2023年5月21日7:01
Also, isn't it inconvenient that Skeleton nodes can only be entered with the mouse and not with coordinates? I am not confident that I can create a perfectly horizontal joint using the mouse.
Can the CaptureLayerPaint SOP be painted by Region? 2023年5月21日7:01
I got a few tips.
When I trace a point created with a Line node with a Skeleton node, the information in the geometry spreadsheet changes compared to when it is not traced.
Specifically, there was no matrix information.
So I think the reason why I can transrate but not rotate is because each joint (in houdini terms it may be an array of points, not joints) did not have a default direction.
However, I do not know the means or node to set the direction to the next point at current point.
I will continue to look into what the problem is.
If anyone can help me figure out what it is, please let me know.
When I trace a point created with a Line node with a Skeleton node, the information in the geometry spreadsheet changes compared to when it is not traced.
Specifically, there was no matrix information.
So I think the reason why I can transrate but not rotate is because each joint (in houdini terms it may be an array of points, not joints) did not have a default direction.
However, I do not know the means or node to set the direction to the next point at current point.
I will continue to look into what the problem is.
If anyone can help me figure out what it is, please let me know.
Can the CaptureLayerPaint SOP be painted by Region? 2023年5月20日21:43
> You an capture rigid pieces using this Capture Packed Geometry SOP either interactively in the viewport or procedurally using attribute
Thanks, I was able to capture the rigid body.
However, this method seems to reflect the transrate but not the rotate.
To begin with, CapturePackedGeometry ties geometry to joints, but I think the problem is that RigPose only has packed handles and no joint handles.
The pose should be made by rotating the joints.
That said, Skeleton is a very simple interface node and I don't see anything wrong with the processing before CapturePackedGeometry.
(Well, I am concerned that I specified red for the joint but it is not reflected in the View.)
Thanks, I was able to capture the rigid body.
However, this method seems to reflect the transrate but not the rotate.
To begin with, CapturePackedGeometry ties geometry to joints, but I think the problem is that RigPose only has packed handles and no joint handles.
The pose should be made by rotating the joints.
That said, Skeleton is a very simple interface node and I don't see anything wrong with the processing before CapturePackedGeometry.
(Well, I am concerned that I specified red for the joint but it is not reflected in the View.)