Dan Fitzgerald
danfitz82
About Me
EXPERTISE
Freelancer
INDUSTRY
Advertising / Motion Graphics
Houdini Skills
ADVANCED
Animation | VEX
INTERMEDIATE
Procedural Modeling | Digital Assets | Character Rigging | Pyro FX | Fluids | Destruction FX | Python
BEGINNER
Hair & Fur | Cloth | Solaris | Lighting
Availability
I am available for Freelance Work
Recent Forum Posts
Houdini 20 Apex rigging skinning question July 9, 2024, 4:36 a.m.
You can use Capture Layer Paint as well.
On capturing a close models June 24, 2024, 7:11 a.m.
Here's an option to get cleaner captures in this process:
- for geometry to be captured, promote the variant attribute to prims
- loop over that geometry, using the primitive variant attribute to split pieces
- within the loop: set a point group on your skeleton based on the current variant attribute, then limit the joint capture proximity to only capture with that group
Updated HIP attached.
- for geometry to be captured, promote the variant attribute to prims
- loop over that geometry, using the primitive variant attribute to split pieces
- within the loop: set a point group on your skeleton based on the current variant attribute, then limit the joint capture proximity to only capture with that group
Updated HIP attached.
Can we use Channel Prims in APEX rigs? June 10, 2024, 4:21 p.m.
Is it possible to access the animated Channel Prims in APEX rigs (within our character's Base.rig)? I'm thinking for uses like finding a transform animated at a different time, eg to look ahead for an auto-stepping rig. It looks like the "ch" APEX nodes can find the value at a chosen time, but I'm not sure how to get the channels, or if it's even possible.