Guilherme Casagrandi
guilhermecasagrandi
About Me
EXPERTISE
Technical Director
INDUSTRY
Advertising / Motion Graphics | Education | Film/TV
Connect
LOCATION
São Paulo,
Brazil
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Need some help finding bug in custom blendshape component. (Fixed)) March 24, 2024, 1:37 a.m.
Another21
Decided to make a full blendshape component after watching Max Rose's video on it. Everything on the end graph is connected well and the controls work and are in the right places but the geo itself doesn't change, so I am assuming something is wrong with the blendshape node(could be wrong ofcourse). Have spend like 6 hours by now, can't find where I went wrong. Even checked against the pillow rig blendshape component and copied over some of the parm/properties dictionaries to make sure, but it still does not change. Some help would be highly appreciated.
Have you checked if it works in sops? It looks like the blendshapes node has a bug and if the second parameter is zero (for the first blendshape), it doesn't work. Using a small value will make it work. That was the workaround I found, but I haven't checked if the bug was fixed.
Custom Husk Procedurals March 22, 2024, 9:09 a.m.
I asked on the Illume forum but I'll ask again here: Does anyone have any clue about how to set a custom husk procedural?
Illume: Invoke Compile Blocks March 21, 2024, 8:34 p.m.
chrishebert
Invoke Compile Blocks – Jeff Wagner
August 21, 2023
Compile blocks offer the Houdini user the ability to optimize many SOP workflows. This Illume will look at Compile Blocks, when to use them and the benefits.
Agenda
Compile Blocks and Invoke workflow
Compile Block Examples
Invoke Compile Block SOP
Invoke TOP
Layout LOP brushes
Husk Invoke Procedurals
HDAs vs Compile Blocks
Illume Recording [vimeo.com]
Chris / Jeff, can u share some help file on using compiled blocks as husk render time procedurals?
Currently it takes a lot of disk space to export an animated character to USD and I want to explore de possibility of exporting just the skeleton and deforming at render time.