Houdini sidefx cant export11/10/2023 ![]() Now that it doesn't have any animation, but is just a collection of shapes, you can apply modelling operations to it, delete shapes, duplicate it to make it run longer etc. Take some motion, like a skeleton walk cycle, and 'freeze' it so you see all the frames in one hit. This ability to do true modular rigs, approach animation as a node based layering of motion from one node to the next, is gonna take some time for people to get their heads around. It's also a quite a paradigm shift, as animators generally DON'T want this, they want their uberrig with fk/ik/fbik/spaceswitch/bendybone/layering crazyspace, and then complain the rig is too slow. This is exciting in that the rigging process itself can now be procedural, freeform, as exploratory as sops allows you to be. If you DO want a master control, you have to wire them up to a controller null, or make an HDA and expose all the controls at the top.īreaking that down, each node does its one particular operation, and passes its modified animation to the next node. You select each node, do a thing, go to the next node. If you have a 'live' rigging chain of skeleton, rig pose, FBIK, foot-roll, you generally don't expect to see all those controls on screen at once. In sops for rigging, you chain nodes together, and animation+joints flow and get modified from one node to the next. Now lets do a search and replace on the above statement, for how kinefx operates: If you DO want a master control, you have to wire them up to a controller null, or make an HDA and expose all the controls at the top. If you have a 'live' modelling chain of box, polyextrude, bevel, smooth, copytopoints, you generally don't expect to see all those controls on screen at once. ![]() In sops for modelling, you chain nodes together, and geo flows and gets modified from one node to the next. Quick aside to talk about sops for modelling. So vex and vops are also rigs.Īnd there's more, like foot roll vops, and FBIK sops, and skeleton blend sops etc. can I use vex and vops in rigs?' Why yes you can! A Rig Wrangle and a Rig Vop are designed for this, giving you manipulation of points which is skeleton hierarchy aware. 'Wait a sec, if this is houdini, and sops has great vex and vops support, and kinefx is in sops. So a rig pose sop is a rig.īut you probably want IK too right? Well what do you need at the minimum for IK, a skeleton and a IK target? Well lucky for you there's an IK chains sop, give it those inputs, you get your IK. A Rig Pose sop gives you this, its a transform sop that is aware of joints, and gives you FK abilities. So if you rotate a shoulder, the elbow and wrist and hand joints should rotate too. It's likely that you'll want to maintain the relationships between your joints though. And just like everywhere else in sops, if you do this, its totally freeform it won't care about the lines between the points, or the connectivity, do what you want, use an edit sop, soft transforms, fine. If joints are just points like everything else in sops, you could use a transform sop to move them around. Self evident, sure, but spend some time thinking about this. ![]() This is the core of how kinefx rigs work.Ī rig is way to move joints around. If you move a 'parent' point with a kinefx node (eg rig wrangle, rig vop, rig pose) its children will inherit the motion. TLDR: Kinefx treats points connected with lines as a hierarchy. Given a skin with weights, and a bind pose (called a rest pose in Houdini) and a moving set of joints, move the skin. This is all assumed to be done on a static skin mesh and a static skeleton, and note that it doesn't actually move the skin, it just sets up weighting attributes. They're represented as points and lines in sops (unlike Houdini's old bone system which was up at the /obj level), so that allows for some interesting joints vs sops vs geometry interplay. More explainations below, but at a high level:Īs you think they are, joints or bones like in other packages. It also makes a point to seperate a few rigging and animation concepts which other packages tend to merge together. Kinefx covers a lot of ground, but there's a pleasing DNA share with a lot of established houdini workflows.
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