[Sidefx-houdini-list] Character Animation in Houdini - Channel Editor - Working in Linear

Anders Sundstedt sundstedt at hotmail.com
Mon Aug 10 17:27:47 EDT 2009


Thanks Edward that's really helpful; I will try this out and perhaps post 
any findings on my blog.

Cheers
Anders

--------------------------------------------------
From: "Edward Lam" <edward at sidefx.com>
Sent: Monday, August 10, 2009 2:36 PM
To: <sidefx-houdini-list at sidefx.com>
Subject: Re: [Sidefx-houdini-list] Character Animation in Houdini - Channel 
Editor - Working in Linear

> Anders Sundstedt wrote:
>> I guess what I should have asked really is what type of tangent would
>> typically be used in character animation; i.e. how do I know if
>> Bezier is the best choice?
>
> You could go with bezier() for maximum flexibility but cubic() is a good
> too depending on your animation habits. If the slopes aren't at a
> reasonable starting point when converting from linear, then can just
> select all the slopes and press 9 to smooth them. Smoothing the slopes
> will remove all overshoot in the curves.
>
>>> select all the curves in the Channel Editor and change the linear
>>> interpolation to Bezier or something like that. To open the Channel
>>>  Editor, right Click over the parameter, click "Channel and
>>> Keyframes" and "Scope Parameters".
>
> Another way to do wholesale conversion is to use table mode in the
> channel editor.
>
> Cheers,
> -Edward
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