Jeez! I've been rigging using Auto Rig Pro in blender but I want to transfer my entire character pipeline into houdini! This is great.. This plus the beginner series with fur dude really has me excited about the toolset.
@@polynoise now that I animate mostly in unreal I just use the rig that comes out of CC4 or Auto Rig Pro. I did make some tools for bulk retargeting. Check my channel
@@DevGods Thanks, yesterday I saw your retargeting setup and will try use something like this :) CC4 looks interesting, never hear about this before. I also have plan to create some basic scifi game in ue + houdini but i am so used to blender that it can be hard...
i really have big hope for kinefx can take over old ways of rigging very soon specially in facerig areas. this procedural and non destructive method is the best
Just a heads up, opening this file now produces the following error, and the animation no longer plays: Error Invalid source /obj/retarget/fktransfer/computetransform5. (Error: No transform attribute exists, unable to compute local transforms). Invalid source /obj/retarget/fktransfer/computetransform5. (Error: No transform attribute exists, unable to compute local transforms).
I think the orient joint thing is the best part. makes orienting joints superfast. Is it possible to make the same interface for object level bones?:))))))
thank you very much, that's a lot of cool stuff to learn. However th-cam.com/video/Z04t_OxBshA/w-d-xo.html does not work in my file. motionclipblend makes the arms become extremely tiny, though single motionclips have proper size before. There are few nodes before motionclipblend so I can't imagine what might be the reason here. Do you have any guess?
I think deletejoints is causing issues (19.5.403). I found it worked by disabling deletejoints, copying the group from deletejoints into a separate groupjoints sop (placed after the motionclip), then using that group name in the motionclipblend (blend tab, blend mode By Joint Group, Joint Group).
Bless your soul Jeff! Cant believe im just seeing this, keep being golden!
Keep coming back to this video, great content Jeff!!
such a smoothing voice
Jeez! I've been rigging using Auto Rig Pro in blender but I want to transfer my entire character pipeline into houdini! This is great.. This plus the beginner series with fur dude really has me excited about the toolset.
Hi did you manage to switch to houdini kinefx? or stick to autorig pro?
@@polynoise now that I animate mostly in unreal I just use the rig that comes out of CC4 or Auto Rig Pro. I did make some tools for bulk retargeting. Check my channel
@@DevGods Thanks, yesterday I saw your retargeting setup and will try use something like this :) CC4 looks interesting, never hear about this before. I also have plan to create some basic scifi game in ue + houdini but i am so used to blender that it can be hard...
i really have big hope for kinefx can take over old ways of rigging very soon specially in facerig areas. this procedural and non destructive method is the best
ah, great... exactly what I needed, 2h of KineFX galore :) Thank you Mr. Jeff, you helped a lot with this one.
Thank you so much, that was exactly what I needed to start with rigging in houdini !
that rig tree view is great, that's what I would expect in LOPs too like in Katana or Gaffer.
Thank you for this!!
Wo ho watching this!
I want to learn kine fx but still not getting it how to do it..
Awesome
As we wait.
YEAH!!!!
Just a heads up, opening this file now produces the following error, and the animation no longer plays:
Error
Invalid source /obj/retarget/fktransfer/computetransform5.
(Error: No transform attribute exists, unable to compute local transforms).
Invalid source /obj/retarget/fktransfer/computetransform5.
(Error: No transform attribute exists, unable to compute local transforms).
I think the orient joint thing is the best part. makes orienting joints superfast. Is it possible to make the same interface for object level bones?:))))))
HELLLLLZZZZ YESSS
Finally
Ragdoll? Partial ragdoll with motors? Is this described anywhere?
thank you very much, that's a lot of cool stuff to learn.
However th-cam.com/video/Z04t_OxBshA/w-d-xo.html does not work in my file. motionclipblend makes the arms become extremely tiny, though single motionclips have proper size before. There are few nodes before motionclipblend so I can't imagine what might be the reason here.
Do you have any guess?
I think deletejoints is causing issues (19.5.403). I found it worked by disabling deletejoints, copying the group from deletejoints into a separate groupjoints sop (placed after the motionclip), then using that group name in the motionclipblend (blend tab, blend mode By Joint Group, Joint Group).
沙发!
Now I followed this but could not get the two motion clips to belend until I actually did away with the delete Joints step. Why is that?
Привет
Great tutorial, but not very beginner friendly. We need much simpler setups to be able to create and follow along.