[Sidefx-houdini-list] Houdini bones
javiermerono at hotmail.com
Fri Sep 23 11:49:28 EDT 2016
If the object has very dense geo AND it's all into the same geo (but grouped) and don't want to divide the whole thing into a lot of objects there is a good alternative to parenting.
-Capture the geo to deform with the bone, don't worry about the region/weights now.
-Add a capture override and select the bone to completely deform your geo group. Now it moves as if parented
-Smart use of a for each would make this a breeze for multiple bones/groups
-you can even use a really low poly geo and then get the same deformation on the high poly with a point deform.
All kinds of crazy stuff could be done to augment this setup. For instance, using points with names for extra quick deformation(in the case of thousands of pieces) and then use the transform pieces to apply that to equally named parts.
> From: jordibares at gmail.com
> Date: Fri, 23 Sep 2016 16:07:19 +0100
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Houdini bones
> The object is loaded when you open the scene and processed to group and separate these elements, from there on is in memory and optimised as you would imagine they do.
> If you want to avoid all processing altogether just lock the model and it will be saved inside the scene making it more direct (although bigger hip file too!)
> hope it helps
> > On 23 Sep 2016, at 16:01, Olivier Jeannel <facialdeluxe at gmail.com> wrote:
> > Question is : Is Houdini loading the full object each time (for each link)
> > and then "masking" it ? Or is it clever and it only grabs the groups ?
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