Zeyuan Fan

goose7

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Recent Forum Posts

Kinefx: Adding skeletons to rigged character problems Aug. 29, 2024, 3:41 a.m.

It looks like when a mesh with old capture data attributes meet new skeleton with appended joints in a capture weight paint node, it might get confused and get weights on incorrect joints on various points.

Suppose I have a rigged character with simple body skeleton,
when I add detailed facial skeleton to its rest skeleton with a skeleton node, and then try to use a capture weight paint node to paint facial skin with modified skeleton node.
It will causing one of the facial joints automatically gaining weights at strange parts like arms, elbows, hips, belly.
Do I have to repaint the whole thing?
And even if I reduce weights of the facial joints on those strange skin regions, and when I reselect the goofy facial joints, weights on those off-facial areas suddenly reappears?

How does "Shear" work in transform/edit/polyextrud? Aug. 22, 2024, 8:20 a.m.

Might need to take a deep dive into linear algebra, but this is a simple case
|1 1|  X  |x|=|x·1+y·1|=|x+y|
|0 1|     |y|=|x·0+y·1|  |y|
This is shear: another element's value contribute to this element's position on this element's axis
Like sitting on an empy box and causing it its top to move horizontally first and then collapsed


I have this problem when I use edit tool and use scaling to tweak positions of two joints.
Then although the skeleton looks normal and even in rigvis node it is normal, when I plugin the skeleton into an IK chain node
the whole system explodes, joints start rotating to very wired angles.

What I did is to use skeleton tool to tweak position of joints.

Perhaps you could share a hip file containing the minimum system?

AMD Ryzen 9 7950X or Core i9 13900K? Aug. 15, 2024, 2:33 a.m.

AMD yes!