[Sidefx-houdini-list] Toon Character - keying

Lisa Reynolds lisa at red3d.com
Sun Jan 20 12:23:38 EST 2008


Was the change to autoscoping facial controls done originally in 9.0  
or 9.1? I looked at both logs with the character filter and didn't  
see any mention of it in either log. Would it have been listed under  
some other tag?

> On 19/01/2008, Graham Thompson <gthompson at sidefx.com> wrote:
>
>> The problem is that the parameters for the Toon Characters facial  
>> shapes
>> were not set to be autoscoped.  This was fixed a while ago but became
>> unfixed last month.  The problem was fixed again in 9.1.112.
>>
>> Another note, in 9.1.112, the parameter names of those facial  
>> controls
>> were changed.  They had somehow managed to go
>> unnoticed with their names being inherited from the underlying blend
>> node and when trying to view them in the channel editor were  
>> pretty much
>> useless.  All this is noted in the Version/Compatibility log.
>>
>> Peter Bowmar wrote:
>>
>>> Hi Lisa,
>>>
>>> It's because there aren't any handles attached (I assume you're
>>> hitting "k" to keyframe in the viewport?). If you drag all the face
>>> sliders into the viewport as HUDs, then you can key them but of
>>> course, then your viewport is overwhelmed with HUDs :)
>>>
>>> The best way to deal with this, IMO, is create a Shelf script (to
>>> which you can then assign a hotkey) that when clicked keys all the
>>> Face sliders in one go. Small bit of scripting but likely not too  
>>> bad
>>> to set up.
>>>
>>> Cheers,
>>>
>>> Peter B
>>>
>>> On 19/01/2008, Lisa Reynolds <lisa at red3d.com> wrote:
>>>
>>>
>>>> I'm playing around with the toon character and noticed that when I
>>>> used the command to key everything, it seemed to work fine  
>>>> except for
>>>> everything on the facial controls tab. Why wouldn't those controls
>>>> key as well?
>>>>
>>>> -Lisa
>>>



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