Houdini 18.5 Quickstart | KineFX Motion Retargeting

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  • เผยแพร่เมื่อ 1 ก.พ. 2025

ความคิดเห็น • 30

  • @evening8990
    @evening8990 3 ปีที่แล้ว +4

    You always know you are at the right tutorial when you hear Fianna's voice :)

  • @aeko
    @aeko 4 ปีที่แล้ว

    These videos are awesome! Great work, Quark.

  • @awesomedata8973
    @awesomedata8973 4 ปีที่แล้ว +4

    Can you make Houdini automatically map the hands / finger bones? -- Seems like a basic heirarchy approach would be useful here. D:
    -- I'm thinking you select the first knuckle joint and Houdini automatically proceeds across sibling joints with the same child count to remap them...

  • @risnandarmultimedia5296
    @risnandarmultimedia5296 4 ปีที่แล้ว +5

    how to use it with real fbx file from mixamo?

    • @vfxwithjordan
      @vfxwithjordan 3 ปีที่แล้ว +6

      When importing an animation from Mixamo, it will not be in its rest pose, but in the animation instead. To fix this, what I do is:
      -Create a “Rig Stash Pose” which can be used to set or override the "rest_transform" attribute of your model (which is what will be used by “Rig Match Pose” to pick the pose to line up against your main skeleton).
      -Plug the “FBX Animation Import” node with your animation into the first input and a COPY of your “FBX Animation Import” with the “Output” set to “Rest Pose” into the second. This will override the rest_transform of the first input by that of the second (which is a t-pose), and will now give you a t-pose in the “Rig Match Pose”!

  • @TTROPVNR
    @TTROPVNR 4 ปีที่แล้ว +3

    Is the basic rigging still as before or is there a new way to rig in houdini?
    thanks

    • @bombum1487
      @bombum1487 4 ปีที่แล้ว

      New way to rig?? are you nut:)

    • @TTROPVNR
      @TTROPVNR 4 ปีที่แล้ว

      @@bombum1487 no , i just didn't know about the "skeleton" node. So i thought you rig bones the old way, but then you process it thru the new nodes in sop ...i got confused because of the "sceneimportFBX".

  • @Luxalpa
    @Luxalpa 3 ปีที่แล้ว +1

    This is a nice video but it misses a critical piece of information. When importing an animation from Mixamo, it will not be in its rest pose, but in the animation instead. You can switch it on the FBX Animation Import node to use the rest pose, but then you won't be able to use the animation on it. I have no idea what to do.

    • @yasinsinik631
      @yasinsinik631 3 ปีที่แล้ว +5

      you can use skeletonblend node. rest pose to first input animation to second input, then animate the bias as you wish. i made sample file for you drive.google.com/file/d/1a3B8HLP3i5vk8A8FmiQ4X5TQz6n2AQAV/view?usp=sharing

    • @audiodrocher
      @audiodrocher 3 ปีที่แล้ว +2

      @@yasinsinik631 Thanks. The timing tab on animation import node also helps: you can set the playback start to frame 2 and keyframe the bias parameter in skeleton blend node from rest pose to mocap

  • @supaflykai
    @supaflykai 4 ปีที่แล้ว +19

    hey i recognize that voice ;)

  • @HiredGunGames
    @HiredGunGames 4 ปีที่แล้ว

    I retargeted my 3d from (other software) to houdini. now my center of mass is balanced. ;)

  • @STROBdotNET
    @STROBdotNET 4 ปีที่แล้ว

    awesome!!!

  • @andrecoelho8001
    @andrecoelho8001 4 ปีที่แล้ว +1

    Is KineFX something that can be used in Houdini Engine Digital Assets? Since the last keynote I've been thinking a lot about what this could mean for game animation authoring. Building tools for animating very game-specific types of movement, being capable of outputting all the metadata alongside animation clips (trajectories, contact points etc.) so it could all be used in-game, and doing all of that in-engine, with any game context necessary.

    • @e4lam
      @e4lam 4 ปีที่แล้ว +1

      Yep, they're just regular SOP (geometry) nodes.

  • @abitofpaint
    @abitofpaint 4 ปีที่แล้ว +1

    can you bundle up all of the settings into an hda so you can batch convert from one motion library to your character?

    • @rjw7032
      @rjw7032 4 ปีที่แล้ว +5

      Yes that is possible.
      You can also use the PDG to match up many FBX motion files to many skins for batch motion Retargeting.
      We did several internal tests mapping entire mocap libraries to various skins procedurally.

    • @rjw7032
      @rjw7032 4 ปีที่แล้ว

      Yes that is possible.
      You can also use the PDG to match up many FBX motion files to many skins for batch motion Retargeting.
      We did several internal tests mapping entire mocap libraries to various skins procedurally.

    • @abitofpaint
      @abitofpaint 4 ปีที่แล้ว

      @@rjw7032 Awesome, Im starting to get tired with motion builder and Autodesk complete abandonment of it. Remember when they said they where working on a new version with WETA... 8 years ago?

  • @smyrkphace
    @smyrkphace 3 ปีที่แล้ว

    Im confused as to why this is necessary to begin with when with mixamo for example the rig is already built. I feel like Im remapping to the bones that already exist. I realise that many rigs will not be using mixamo, but is there a way to skip this remapping step if we are? Basically I want to use mixamo bones in houdini crowd sim. And so far kinefx seems to be the only way.

    • @smyrkphace
      @smyrkphace 3 ปีที่แล้ว

      Ah, ok upon reading I see its a totally separate system. It makes sense now.

  • @cg_machine
    @cg_machine 3 ปีที่แล้ว

    Thank you!!

  • @chrisgg
    @chrisgg 4 ปีที่แล้ว

    Is it possible to autorig with KineFX? I thought it is ... but the video starts with an already rigged character which is kind of disappointing :)

    • @terenceziegler1359
      @terenceziegler1359 4 ปีที่แล้ว +1

      I agree. I also was surprised that the video would start with an already rigged character. Which, IMO, completely misses the point.

    • @voxyde
      @voxyde 3 ปีที่แล้ว +1

      @@terenceziegler1359 How does it miss the point? It's right in the title, MOTION RETARGETING. Not rig retargeting or skin weights retargeting

    • @terenceziegler5517
      @terenceziegler5517 3 ปีที่แล้ว

      @@voxyde Yes, trrue. I should have elaborated. I was trying to say that I wish it went over how to rig the initial setup, as opposed to jumping right in with an already rigged character. KineFX is very cool and promising, nonetheless.

    • @Luxalpa
      @Luxalpa 3 ปีที่แล้ว

      @@terenceziegler5517 I'm glad it didn't go over that, because I only came here for the retargeting stuff. They should make a separate video for your topic.

  • @ABSD30062
    @ABSD30062 4 ปีที่แล้ว

    how to export the final animation

  • @RonnieMirands
    @RonnieMirands 3 ปีที่แล้ว

    Is there a way to hide that ugly bone tail? lol