Guillaume Laferriere

Guillaume

About Me

EXPERTISE
Developer
INDUSTRY
Film/TV

Connect

LOCATION
Canada
WEBSITE

Houdini Skills

Availability

Not Specified

My Badges

SideFX Staff
Since Apr 2014

My Tutorials

obj-image Intermediate
KineFX | Camera On Path SOP Constraint
obj-image Node Reference
KineFX | Curve Solver VOP
obj-image Node Reference
KineFX | IK Solver VOP

My Talks

obj-image HIVE
Animating using CHOPs and Constraints

Recent Forum Posts

Is there a straightforward way to view channel primitives? Sept. 11, 2024, 5:20 p.m.

Look for hou.ChannelList.addGeometryChannels() in the hom documentation. It allows you to put the channel in the animation editor.
You’ll also need to call hou.playbar.setChannelList().

KIne fx to rigged hda? Nov. 2, 2020, 3:51 p.m.

Ok, so finally I was able to fix the problem and export the animation properly.
I made a small video explaining the steps I had to do to fix the problem.
My initial feeling was that something was broken on the baking side, but it turned out the controllers were not properly driven by the animation.

KIne fx to rigged hda? Nov. 2, 2020, 12:23 p.m.

Ah.. I think I understand why the export is failing.
The SceneCharacterExport is trying to export back on the Bone OBJs directly but the FK rig of simplemale is built to have the animation on the ctrl_FK_ prefixed OBJ nodes. I'll continue to try to fix your scene, but that information can help you progress on your own.