[Sidefx-houdini-list] poses and animation clips
jordibares at gmail.com
Tue Apr 30 08:42:14 EDT 2013
I had a look, the documentation is not great but with the help from Lars we digged it and seems a great approach to have a library for big productions, the web page and the whole thing feels a bit outdated, kind of like the NetView in Softimage.. .sigh...
I will test it but feels building a library just to match the transformations is a bit over the top… but I guess I can keep deleting it as I go along..
jordibares at gmail.com
On 29 Apr 2013, at 23:52, Peter Bowmar <pbowmar at gmail.com> wrote:
> Jordi, check out the Pose Library, I think that's what you're after. It
> works really well IMO. The only real trick to it is making sure you have
> the same channels scoped when you do new poses. Channel Groups will help a
> lot with this.
> I've only tested on Linux with 12.1 but it seems to still work fine in this
> version. YMMV.
> Check the Help for "pose library" which has instructions on where the
> index.html file is located. You have to point it yourself at the correct
> location since $HFS doesn't work in the Help's URI.
> Clearly having a Help Browser pane is best for this.
> Peter B
> On 29 April 2013 14:48, Jordi Bares <jordibares at gmail.com> wrote:
>> Thanks for the prompt answer.
>> On 29 Apr 2013, at 16:36, Robert Magee <rmagee at sidefx.com> wrote:
>>> There are a few options:
>>> 1) Make sure all the channels you want to copy and paste are scoped.
>> Channel groups and lists are probably the best way to ensure this. (
>> In the Timeline, press shift-LMB to select the region you want to select
>> from. RMB-click in the timeline and select Copy. Go to your second rig and
>> make sure all the channels are scoped. You may need to set a single
>> keyframe on all the channels to ensure this. RMB-click in the timeline and
>> select Paste. This can feel a bit like a leap of faith but it does work and
>> may take a while if you have lots of keys and lots of channels.
>> This may be the nicest option, not ideal I have to scope channels and
>> keyframe the character but I guess that is alright.
>> Coming from Softimage XSI where you just select the character in tree mode
>> (picking everything inside) and clicking Store pose and then Apply Action
>> (without key framing) is so straight forward it seems Houdini could do with
>> a bit more refinement there… :-)
>>> 2) Set up channel groups for the channels you want to copy and paste.
>> With all the animated objects selected, you will have all the channels
>> scoped. Go to the Channel List and RMB-click and select Create Group from
>> Scoped. Now RMB-click on the channels themselves and select "Motion Effects
>>> Create Clip." This puts all your keys into a keyframe CHOP and adds a
>> stretch CHOP. In CHOPS you can then point the channels to your second rig
>> instead of the first and your motion will be copied. Motion FX lets you do
>> other cool things if you want to.
>> Would this be a possible route to have an animation clip library? let's
>> say a character with some standard poses? (face animation for example would
>> benefit a lot from it)
>>> 3) If you set up your rigs as digital assets then you can RMB-click on
>> your asset node in the network view and select "Change Type." Choose the
>> second rig and all the motion from the first moves to the second. This is
>> more of a transfer rather than a copy and paste but if your goal is to
>> animate the second rig then this may be your best choice.
>> Well, the rig is in development so I am not creating a digital asset yet,
>> everything is embedded in the scene… may be I should look at it…
>> My goal really is to match the pose from rig A, as I have a few characters
>> I would like to have the auto rig hands and all the other controls lined up
>> fast for then tweak as necessary.
>> I must confess the auto rig is very well done and thoughtful, posing a
>> character and weighting it from scratch takes me less than 1 day and the
>> results are very nice indeed…
>> I have come to love the side effect of the paint weighting in conjunction
>> with node based approach.. where I am assuming the character is symmetric
>> and then a second pain node to fix the asymmetric elements, truly a time
>> saver… easily I am saving a day or two just because of this...
>> My only critique (constructive) would be to address the shoulder area of
>> the rig, IMHO shoulder control should be driven by rotations rather than
>> translations (the selection is actually tricky too as it is now) and the
>> proxy mesh to have shoulders moving is essential.
>> Also the weight painting tool needs a bit of love, not very accurate and
>> the toolset has some design issues (painting, erasing, softening should be
>> three brushes that don't share parameter values) I may be softening with
>> opacity of 0.2 but painting with 0.05 and the radius could be different.
>> Something that happens ALL the time.
>> Thanks a lot Robert,
>>> Hope this helps,
>>> If the rigs are digital assets then you could do a
>>> On 2013-04-29, at 10:18 AM, Jordi Bares <jordibares at GMAIL.COM> wrote:
>>>> Is there a fast and easy way to copy/paste all the values of the
>> transformation for a rig onto another? obviously assuming the same exact
>> hierarchy and naming… using auto rig basically.
>>>> Seems some of the most basic animation tools are not really there and
>> it is very strange, for example, reading the manual talks about the pose
>> library about I have not found a decent example of how that works.
>>>> Jordi Bares
>>>> jordi at realisestudio.com
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>>>> Sidefx-houdini-list at sidefx.com
>>> Robert Magee
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>>> Side Effects Software
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> Peter B
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