[Sidefx-houdini-list] Houdini bones

Olivier Jeannel facialdeluxe at gmail.com
Fri Sep 23 12:29:03 EDT 2016


Ha these are super good news and new knowledge as well.
I need to find a little more info on this "capture". Never used it.

Thank you a lot !

Olivier

Le 23 sept. 2016 17:49, "Javier Meroño" <javiermerono at hotmail.com> a écrit :

> Hi,
> 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.
>
> Cheers,
> Javier Meroño
>
> > 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
> > jb
> >
> > > 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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