Henry Dean
henryd
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Differences with Skeleton mirror and rig pose mirror July 24, 2021, 7:36 a.m.
Hey Oliver,
Setting the 'group' on the Rig Mirror Pose should give you want you expect (or at least it gives the same result as the Skeleton Mirror in that scene).
Have a look at the attached hip file and see if it makes sense. The group on the Rig Mirror Pose specifies which points you want to modify - whilst the computation of mirroring (and the creation of the 'mirrorpt' attribute) is always done across the whole skeleton.
As a little note for clarity, the purpose of the Skeleton Mirror is to 'create' new joints - whilst the Rig Mirror Pose is there to modify existing joints transforms. The behaviour you saw before was down to the left arm getting the right arm's and the right arm getting the left arm's pose - setting the group parm is what limits this.
I hope that makes things clearer,
Henry
Setting the 'group' on the Rig Mirror Pose should give you want you expect (or at least it gives the same result as the Skeleton Mirror in that scene).
Have a look at the attached hip file and see if it makes sense. The group on the Rig Mirror Pose specifies which points you want to modify - whilst the computation of mirroring (and the creation of the 'mirrorpt' attribute) is always done across the whole skeleton.
As a little note for clarity, the purpose of the Skeleton Mirror is to 'create' new joints - whilst the Rig Mirror Pose is there to modify existing joints transforms. The behaviour you saw before was down to the left arm getting the right arm's and the right arm getting the left arm's pose - setting the group parm is what limits this.
I hope that makes things clearer,
Henry
KineFX | Skeleton not capturing Geometry July 20, 2021, 6:28 a.m.
When removing the boneCapture attribute, make sure that you remove the attribute from both the input to the Bone Capture Biharmonic and the Tet Embed - normally this would mean using the same node as input to both.
KineFX Path Deform bug? Nov. 24, 2020, 7:21 a.m.
Hello there!
Here's a stab at getting things working. The key idea being to use the path deform on the whole motion clip rather than a single frame of the animation. Unfortunately at the moment we need to perform a couple of additional steps to get this working properly
- first use a Motion Clip Extract to ‘unpack’ the geo
- Deform the unpacked animation sequence
- Use a Motion Clip Update with to write the new world space transforms back to the Motion Clip.
The reason we need these steps is that the motion clips evaluate using local transforms, which remain unaffected by the path deform.
Hope that helps!
Henry
Here's a stab at getting things working. The key idea being to use the path deform on the whole motion clip rather than a single frame of the animation. Unfortunately at the moment we need to perform a couple of additional steps to get this working properly
- first use a Motion Clip Extract to ‘unpack’ the geo
- Deform the unpacked animation sequence
- Use a Motion Clip Update with to write the new world space transforms back to the Motion Clip.
The reason we need these steps is that the motion clips evaluate using local transforms, which remain unaffected by the path deform.
Hope that helps!
Henry