[Sidefx-houdini-list] Houdini bones

Olivier Jeannel facialdeluxe at gmail.com
Sat Sep 24 14:34:49 EDT 2016


Thank a lot for this detailed explanation Javier :)

On Fri, Sep 23, 2016 at 6:36 PM, Javier Meroño <javiermerono at hotmail.com>
wrote:

> Hi again,
> Nothing mysterious here.
> When a bone deforms a geometry it's just because Houdini added two nodes.
>
> -Capture: creates an attribute called "bone capture" which determines both
> which bone will deform the region of the geometry as well as the weight
> (how much)
> -Deform: deforms the geo based on the capture info
>
> Cheers,
> Javier Meroño
>
> > From: facialdeluxe at gmail.com
> > Date: Fri, 23 Sep 2016 18:29:03 +0200
> > To: sidefx-houdini-list at sidefx.com
> > Subject: Re: [Sidefx-houdini-list] Houdini bones
> >
> > 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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