Luis Guggenberger
luisguggenberger
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Recent Forum Posts
spuare uv layout procedural May 20, 2024, 2:44 p.m.
Hello! I'm trying to reproduce following UV layout procedurally with Houdini. It's called GUV uv's in Zbrush. It lays out quads in equidistant rectangles. With Houdini's layout sop you can rectify, but I couldn't find a way to "square-fy" making every edge the same length. Any ideas? (I tried with unitize, but couldn't get it to work the way I wanted)
Best,
Luis
Best,
Luis
Render Camera Slow to update but native cam is fast? April 11, 2024, 5:28 a.m.
I was able to fix it for me. It was the Scene Import bringing in the Materials. I had a stonewall with tons of named individual pieces. For some reason the material got recooked on all stones whenever I moved the camera. I deleted the name attribute, so it came in as one mesh and the lag was gone.
WIP | Vision ML tools [Utility] March 7, 2024, 9:46 a.m.
Yes it's certainly a good feature to have, been able to still use the mouse. When others in my studio tested it, they felt it was a bit unintuitive, that the webcam image doesn't behave like a mirror. When one hand accidentally got out of frame they moved the wrong hand first to bring it back into frame. (hope that discription makes sense)
If it would be me, I would probably have either two toggles (flip image/flip hands) or have the mirrored image as the default without actually mirroring the hands.
That said it's an easy fix inside Houdini for anyone who wants a different behavior.
I made a first test today adding finger motion to a body mocap and it worked out pretty good! It still needs cleanup for final animation but for previs it does a great job. It was a bit of a struggle to record the motion capture and playing back live the body animation, so that body and hands match time wise. I don't quite understand the "Time Dependant" toggle on Mocap Stream. It helps in terms of performance when the real time toggle is switched on, but for some reason I had to timeshift to get the finger animation into place.
If it would be me, I would probably have either two toggles (flip image/flip hands) or have the mirrored image as the default without actually mirroring the hands.
That said it's an easy fix inside Houdini for anyone who wants a different behavior.
I made a first test today adding finger motion to a body mocap and it worked out pretty good! It still needs cleanup for final animation but for previs it does a great job. It was a bit of a struggle to record the motion capture and playing back live the body animation, so that body and hands match time wise. I don't quite understand the "Time Dependant" toggle on Mocap Stream. It helps in terms of performance when the real time toggle is switched on, but for some reason I had to timeshift to get the finger animation into place.