Brundlethwaite
Brundlethwaite
  • Видео 192
  • Просмотров 141 598
Game Prototype 027 UNITY AI Character Perception
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Просмотров: 36

Видео

Game Prototype 026 UNITY AI DOTS Adding Physics To The Navmesh Scene
Просмотров 62Месяц назад
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Game Prototype 025 UNITY AI - DOTS Navmesh Veiwport Interaction
Просмотров 49Месяц назад
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Game Prototype 024 UNITY AI - Dots Managed Navmesh Agent
Просмотров 71Месяц назад
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Game Prototype 023 UNITY 010 AI - Navigation
Просмотров 65Месяц назад
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Game Prototype Characters : Eyes 003 HDA
Просмотров 632 месяца назад
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Game Prototype Characters : Eyes 002 Iris
Просмотров 522 месяца назад
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Game Prototype Characters : Eyes 001 Geometry
Просмотров 682 месяца назад
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APEX 10 Blend Shapes
Просмотров 3352 месяца назад
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Game Prototype Characters : Eyes 000
Просмотров 882 месяца назад
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Game Prototype APEX RIG TEST 001 : Walk
Просмотров 2593 месяца назад
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Game Prototype BUILDING 007 Door Corrections
Просмотров 645 месяцев назад
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Game Prototype BUILDING 006 Doors
Просмотров 395 месяцев назад
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Game Prototype BUILDING 005 Viewer State Selections
Просмотров 1815 месяцев назад
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Game Prototype BUILDING 004 Viewer State
Просмотров 785 месяцев назад
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Game Prototype BUILDING 003 Corner Groups
Просмотров 1015 месяцев назад
Game Prototype BUILDING 003 Corner Groups
Game Prototype BUILDING 002 BUILDING Interior Floors
Просмотров 706 месяцев назад
Game Prototype BUILDING 002 BUILDING Interior Floors
Game Prototype 022 Houdini Plugin Package
Просмотров 1916 месяцев назад
Game Prototype 022 Houdini Plugin Package
Game Prototype BUILDING 001 Separating The Floors
Просмотров 1216 месяцев назад
Game Prototype BUILDING 001 Separating The Floors
Apex 009 Lookat
Просмотров 2237 месяцев назад
Apex 009 Lookat
Game Prototype 021 UNITY 010 Move The Character Along The Ground
Просмотров 307 месяцев назад
Game Prototype 021 UNITY 010 Move The Character Along The Ground
Game Prototype 020 UNITY Testing For The Ground Geometry
Просмотров 387 месяцев назад
Game Prototype 020 UNITY Testing For The Ground Geometry
Game Prototype 019 UNITY Debug Geometry
Просмотров 338 месяцев назад
Game Prototype 019 UNITY Debug Geometry
Setting Up VSCode And Python For Houdini
Просмотров 1,2 тыс.8 месяцев назад
Setting Up VSCode And Python For Houdini
Game Prototype 018 BUILDING 001 Basic Setup
Просмотров 828 месяцев назад
Game Prototype 018 BUILDING 001 Basic Setup
Game Prototype 017 TERRAIN 000 Landscape Geometry
Просмотров 808 месяцев назад
Game Prototype 017 TERRAIN 000 Landscape Geometry
Game Prototype 016 PLANNING The Character And The Environment
Просмотров 458 месяцев назад
Game Prototype 016 PLANNING The Character And The Environment
Game Prototype 015 UNITY Player Animation Relative Movement Update
Просмотров 369 месяцев назад
Game Prototype 015 UNITY Player Animation Relative Movement Update
Game Prototype 014 CHAR 004 Rigging The Prototype Character
Просмотров 25610 месяцев назад
Game Prototype 014 CHAR 004 Rigging The Prototype Character
Game Prototype 013 UNITY Player Animation Relative movement
Просмотров 6110 месяцев назад
Game Prototype 013 UNITY Player Animation Relative movement

Комментарии

  • @jzbrothersurgut
    @jzbrothersurgut 3 дня назад

    please tell me, I used apex autorigs blendshape everything works fine automatically, but I can't change the range of abstract control from -10 to 10 to -1 to 1 please help

    • @brundlethwaite
      @brundlethwaite 3 дня назад

      You can do this with the "APEX configure controls node". -Add a control config. -specify the abstract control node's name -Activate the use limits section. -Choose the parameters name and type the type is usually float and the parameters name will usually be either x or y. -You can then specify a min or max.

  • @jzbrothersurgut
    @jzbrothersurgut 3 дня назад

    Please teach me how to use Apex Autorig Component Blendshape Thank you for the lesson

  • @contra30mang
    @contra30mang 6 дней назад

    thank you so much. that's super helpful 🙏❤

  • @notapicturedesign
    @notapicturedesign Месяц назад

    You helped me a lot. Thank you!

  • @HannesGerl
    @HannesGerl Месяц назад

    Thank you so much. What a great tutorial. Exactly what I needed, with the right pace! Fantastic. Initially Auto-Completion didn`t work until adding those extra lines to VSCodes-Settings (first line is only for faster loading and optional): "python.autoComplete.preloadModules": ["hou"], "terminal.integrated.env.windows": { "PYTHONPATH" : "C:/Program Files/Side Effects Software/Houdini 20.0.751/houdini/python3.10libs", "PATH" : "${env:PATH};C:/Program Files/Side Effects Software/Houdini 20.0.751/bin"

  • @webbhinton6842
    @webbhinton6842 Месяц назад

    Amazing high quality in-depth videos! Thank you!

  • @PeterKLee
    @PeterKLee 2 месяца назад

    thank you making amazing video! Your video scratched my itch!

  • @nonjabuiznzs
    @nonjabuiznzs 2 месяца назад

    really helpful, thank you!

  • @TechHamlin
    @TechHamlin 2 месяца назад

    Your content is so good and Thorough! I love your content! Mega thumbs up :-)

  • @LucasRodrigues-nu5qd
    @LucasRodrigues-nu5qd 2 месяца назад

    thank you!

  • @MakcoHuo
    @MakcoHuo 2 месяца назад

    Hello my friend. I have Houdini 20.5 and python 3.11.7. Thats my settings { "python.autoComplete.extraPaths": [ "C:\\Program Files\\Side Effects Software\\Houdini 20.5.278\\houdini\\python3.11libs" ], "python.defaultInterpreterPath": "C:\\Users\\Ghost\\AppData\\Local\\Programs\\Python\\Python311\\python.exe" , "json.schemas": [ ], "window.zoomLevel": 1.5, } Unfortunately it doesn't work( Do you now why?

  • @vojislavpavkovs9124
    @vojislavpavkovs9124 2 месяца назад

    Thanx! really helpful when we try to figure out stuff we know how to do properly in other apps.

  • @henrythejeditube
    @henrythejeditube 3 месяца назад

    Thank you so much

  • @MaartenNielen-q3j
    @MaartenNielen-q3j 3 месяца назад

    Thanks for making the video. I had question how do you get the Autocompletion?

    • @brundlethwaite
      @brundlethwaite 3 месяца назад

      If the auto completion is not working properly you can try opening a python scripting window and re-importing a library there. That usually fixes auto-completion not registering in the type properties. For the default Houdini library the import would be "import hou".

  • @MaartenNielen-q3j
    @MaartenNielen-q3j 3 месяца назад

    awesome stuff

  • @printrun5
    @printrun5 3 месяца назад

    Was watching your tutorial. Do you know how to make it working for Houdini 20.5? It comes with python 3.11. PySide 2 doesn’t work with Python 3.11, and when I installed PySide6, autocompletion doesn’t work. Even “import hou” doesn’t work 😕 Getting desperate.

    • @brundlethwaite
      @brundlethwaite 3 месяца назад

      This is the exact setup that I am currently using. I keep the Python version separate so my Python install is still 3.10.11. Houdini 2.5.3864 still uses pyside2 for the python panels. Have you added the Python install to your PYTHONPATH or the user's path environment variable in windows? What error is VScode giving you? I will also probably need to see your VS settings files.

    • @printrun5
      @printrun5 3 месяца назад

      @@brundlethwaite SO I was able to get it running with python 3.11, but autocomplete works, and doesnt work. For example, when I type “import hou” , that gives me autocomplete, then I continue with “node = hou.pwd()”, that gives me autocomplete, but when I go “geo = node.xxx” autocomplete after “node” doesn’t work :-/ . Any ideas? Btw I have set up everything as you do. Except that I have PySide6 instead of PySide2.

    • @LucasRodrigues-nu5qd
      @LucasRodrigues-nu5qd 2 месяца назад

      The VS code wasn't finding "hou" module for me too, what fixed for me was manually typing: "python.analysis.extraPaths": [ "C:\\Program Files\\Side Effects Software\\Houdini 20.0.653\\houdini\\python3.10libs" ] make sure your houdini version is the same as the "python.autoComplete.extraPaths"

    • @olleeliasson8336
      @olleeliasson8336 2 месяца назад

      @@LucasRodrigues-nu5qd cheers, you saved me!

  • @maksimfilipovich
    @maksimfilipovich 3 месяца назад

    amazing, thanks

  • @BananaPeelStudio000
    @BananaPeelStudio000 3 месяца назад

    what about the add as in between shapes do you know how to use it ? the documentation is a bit obscure

    • @brundlethwaite
      @brundlethwaite 3 месяца назад

      That is really just using an extra shape. So instead of using a start and end shape you create extra shapes that occur between the blend. So instead of A <-> B you have A <-> B <-> C.

  • @tinyredkite
    @tinyredkite 4 месяца назад

    Thank you so much for this video! It's quite unbelievable that you are the only one who explained the process in details!

  • @Voodoo-b4f
    @Voodoo-b4f 4 месяца назад

    Great, thanks a lot. I have one question regarding code completion if you use the default interpreter form Houdini (hython.exe). How can I get the code completion in that case? I just can't get it to run in VSCode. I tried all directories that make sense inside the settings.json. Maybe you have an idea? Here is my autoComplete.extraPaths: "python.autoComplete.extraPaths": [ "C:/Program Files/Side Effects Software/Houdini 20.5.278/python311/lib/site-packages-forced/shiboken2", "C:/Program Files/Side Effects Software/Houdini 20.5.278/python311/lib/site-packages-forced/PySide2", "C:/Program Files/Side Effects Software/Houdini 20.5.278/python311/lib/site-packages-forced", "C:/Program Files/Side Effects Software/Houdini 20.5.278/python311/lib/site-packages", "C:/Program Files/Side Effects Software/Houdini 20.5.278/houdini/python3.11libs" ] Cheers

    • @Voodoo-b4f
      @Voodoo-b4f 4 месяца назад

      "hou" auto complete works.. just the PySide2 not.

  • @khiemsola
    @khiemsola 5 месяцев назад

    thank you, helps improve my tool creation

  • @Igrom_Gamedev
    @Igrom_Gamedev 5 месяцев назад

    Super info!

  • @altreebrause3354
    @altreebrause3354 5 месяцев назад

    Thank you, this is very helpful indeed! I have a question though. I can't really get to work this in my case. On a wrangle I created an ordered menu. the Menu Python Script looks like that: ------------------------------ node = kwargs.get('node') names = [] geo = node.geometry() wall_IDs = geo.stringListAttribValue("wall_ids") for id in wall_IDs: names.append(id) names.append(id) return names -------------------------------- following your example, in this case I read from a detail string array called "wall_ids" and the menu gets created as expected. All items from the string array appear in the drop down menu. But when I try to simply access the chosen string value from the created parm with something like : --------------------------------------- s@wall_id = chs("parm"); --------------------------------------- I get a -1 as a value instead of the actual string value. Am I missing something here? I would really appreciate advice here!

  • @TomCushwa
    @TomCushwa 5 месяцев назад

    This is a spectacular presentation of matrix deformations! Neo would be proud! Excellent stuff

  • @yunusemreklnc5321
    @yunusemreklnc5321 6 месяцев назад

  • @prashantcgi
    @prashantcgi 6 месяцев назад

    Hi thanks for the video it really helped, i have a question for me the autocomplete wont work when i create object of class, it work when i do hou. but it wont work in this situation import hou obj = hou.node("/obj"). # Works here geo = obj.createNode("geo", "mygeo") # dont work here is it same for you? thanks for the video :)

    • @brundlethwaite
      @brundlethwaite 6 месяцев назад

      Unfortunately that is a limitation of the python code completion. I have not tried other LSPs but the default python setup in VSCode will only give completion when referencing libraries directly.

    • @prashantcgi
      @prashantcgi 6 месяцев назад

      @@brundlethwaite Thanks for the reply, in case you find something on this please do let me know

  • @vojislavpavkovs9124
    @vojislavpavkovs9124 6 месяцев назад

    You are one of the best Houdini tutors out there. I really like your rigging APEX and KineFX tutorials. Please keep what you doing sir! :)

  • @vojislavpavkovs9124
    @vojislavpavkovs9124 6 месяцев назад

    This is so good! it gives a lot of clarity not only for kineFX but in rigging in general. Really appreciate it!

  • @nicolaastanghe475
    @nicolaastanghe475 7 месяцев назад

    This doesn`t seem to work on linux. i wonder why.

  • @whdinasor
    @whdinasor 7 месяцев назад

    Thank you!!!

  • @abhishek.vermaaa
    @abhishek.vermaaa 8 месяцев назад

    I recently bought your Kinefx Humanoid course from Udemy and that was the purchase of my life, your content is amazing and on the point!

  • @jzbrothersurgut
    @jzbrothersurgut 8 месяцев назад

    A wonderful lesson can I ask you how to implement the work of capturing a curve in APEX, like there are a lot of bones around the mouth, but in order not to control each bone from the sets, I make a nurbs curve and use RIGVOP to control the entire curve around the mouth, but I have only a few control points how to transfer control to APEX I do not know or tried to do something similar with wiredeform, but I also don't know how to make friends with APEX

  • @taohong2332
    @taohong2332 8 месяцев назад

  • @playboy8303
    @playboy8303 8 месяцев назад

    man please explain in simple way.......

  • @DevGods
    @DevGods 8 месяцев назад

    What are the reasons you continue with Unity over Godot or Unreal Engine?

    • @brundlethwaite
      @brundlethwaite 8 месяцев назад

      Ideally this will be running on the Frimble engine but I do not know If it will ever get that far. This is a prototype so it may never be released other considerations are. - My interest here is animation and Rigging not programming or releasing a game Unity is the easiest to deal with at the moment. - Unity is easy to use, I know it and it is the most fun to work with at the moment. - As this is a prototype Unity is free. - Unreal would be far more expensive than Unity (even if they had implemented that stupid pricing scheme). - If I release the game It would be for consoles Godot has no support and would end up being more expensive than Unity. - Godot does not have Houdini Engine support. - Flax does not support graphics tablets. - Flax does not have native Houdini engine support. - Cryengine does not have proper UI and requires defunct commercial software. - Cryengine does not have native Houdini engine support. - Programming in Unreal is horrible and is it weakest area. - For game logic I do not want to use blueprints as they and not efficient and have worse performance that C++. - I do not want to use C++ I would prefer to work with C, Odin or C#. - Animation is Unreal's weakest area Unity is far easier to work with here. - Animation import and Export it Unreal's weakest area. - Unreal's coordinate... - Unreal's syntax..... ... ... This is a little brief, I start to give some more reasons but I do not want this to become a long list and I do not have the time to go into even the basic reasons as each of them require context and explanation to make sense.

    • @DevGods
      @DevGods 8 месяцев назад

      @@brundlethwaite no way! Unreals animation is weaker than unity’s? I spent sometime with Unity and hated C++ until I started using it and now I look at c# as a jumbled mess lol. I do like Unity’s DOTS I almost switch back to it because of that alone.

    • @brundlethwaite
      @brundlethwaite 8 месяцев назад

      "no way! Unreals animation is weaker than unity’s?" What relevance does this have? I did not make a feature comparison? This is not a reason or advice on choosing. And it is not relevant to anybody by me, for this specific project. " I spent sometime with Unity and hated C++ until I started using it and now I look at c# as a jumbled mess lol." What relevance does this have? This is not a programming language comparison? These are really bullet points as they applies to this specific project. I am not going to spend days (or for this topic months and years) of my life trying to explain the specifics. You asked me why I am working with Unity you did not ask me why someone else should.

    • @DevGods
      @DevGods 8 месяцев назад

      @@brundlethwaite From your first reply "- Animation is Unreal's weakest area Unity is far easier to work with here." I was replying to this. Maybe you worded this wrong? From your first reply "- I do not want to use C++ I would prefer to work with C, Odin or C#. " I was replying to this point. I used to prefer c# now I look at it different after using C++ My question initially was to see whats stopping you from converting to UE. I presented some slight counter arguments to push you towards it. Since your content + Unreal would be beneficial to me. No disrespect to you or unity was intended

    • @brundlethwaite
      @brundlethwaite 8 месяцев назад

      "My question initially was to see whats stopping you from converting to UE." You did not state that. You said "What are the reasons you continue with Unity over Godot or Unreal Engine?" which is a completely different question. I am not converting from anything I currently have projects in Unreal, Unigen, Flax, Godot, Cocos2D and Stride and Cryengine. Not all of the projects are fully active but I none are discarded. So if you had asked the first me about converting I would have said that I am using Unreal different projects instead of why I am using Unity in this one. You also chose to ignore the final statement where I said that each of the points was highly contextual. As well as the first statement.

  • @tekanobob
    @tekanobob 9 месяцев назад

    superb. bonecapture regions were confusing

  • @Terry_Williams
    @Terry_Williams 9 месяцев назад

    Excellent video, thanks.

  • @DevGods
    @DevGods 9 месяцев назад

    Thanks for this. This helped me get to the bottom of my issue!

    • @talesofthedeparted
      @talesofthedeparted 9 месяцев назад

      Good to hear. The group and point number issues took me a while to figure out and they can be tricky.

  • @DevGods
    @DevGods 9 месяцев назад

    I'm trying to follow this in H20 using a mesh that has existing blendshapes. I have copies of that mesh that have different body shapes but when I view my blend shape the mesh explodes

  • @nictanghe98
    @nictanghe98 9 месяцев назад

    Anny way to do this in a way that the Ik chains don`t go over set limits ?

    • @brundlethwaite
      @brundlethwaite 9 месяцев назад

      This is limiting the controls not the joints. There is no built in limit to control IK chains (you can make one manually in vex or VOPS). You can force IK chins them to return to an original pose using rest transforms. Using rest transforms will stop you joints from going beyond a straight line as they will always return to the default. I do not think this applies to the IKchains node. As that uses the 2 bone Ik VOP. But if you use the IK Solver VOP you have the rest angles mode.

    • @nictanghe98
      @nictanghe98 9 месяцев назад

      @@brundlethwaite I`ve switched to apex. I think its to much work to build a costum one as a generalist. so i`ll skip over it for now. THX for the reply !

  • @GameDevNerd
    @GameDevNerd 9 месяцев назад

    What was the goal? To move the character with a control stick relative to the direction you're currently facing? Like you push up on the stick and he walks forward even if you're looking back at the camera?

    • @brundlethwaite
      @brundlethwaite 9 месяцев назад

      The character needs to move relative to the camera. So the controller is essentially moving the character in screen space. But the character is not being driven by the controller but is using root motion and is purely driven by the animation. Essentially this is a animation prototype 1st and if I get a good results from that I may turn it into controller prototype. There is also some tool creation that is incidental to the prototypes/

    • @GameDevNerd
      @GameDevNerd 9 месяцев назад

      @@brundlethwaite ah, I gotcha. Root motion can be tricky but is well worth it in the long run.

  • @nicolaastanghe475
    @nicolaastanghe475 10 месяцев назад

    autorig throws Error Invalid source /obj/APEX_2/autorigcomponent1/error_if_no_character_input. (Error: Unable to cook the test input.). in 20.0.649 Error Invalid source /obj/APEX_2/autorigcomponent1/bypass_add_rig. (Error: Unable to cook the test input.). Warning Input must be of type character. Current type: Apex Graph in 20.0.625

  • @nicolaastanghe475
    @nicolaastanghe475 10 месяцев назад

    Dive into the subnet and change the port name on the input or output node. Rename ports by MMB clicking the port name.

  • @rebeccaneuer3408
    @rebeccaneuer3408 10 месяцев назад

    can you show us how to do an ik/fk switch ?:)

  • @Electric838
    @Electric838 10 месяцев назад

    thank you for this tutorial. I havn't done character rigging in houdini before and i think this is really helpful for me.

  • @jzbrothersurgut
    @jzbrothersurgut 10 месяцев назад

    Please explain how to set up LookAT for eye control

  • @fastlearner292
    @fastlearner292 10 месяцев назад

    Niiice

  • @Geometrynode
    @Geometrynode 11 месяцев назад

    Will you please consider doing a facial rigging tutorial for houdini? Besides blendshapes, what is a good method for facial rigging with actual deformers? Can you use this method in this video for a curve based facial rig?

    • @brundlethwaite
      @brundlethwaite 10 месяцев назад

      There are a series of videos for the prototype for a bone based rigging system on my Patreon. I am working on a full course but editing and recording takes a long time and I have had a lot of interruptions so it is taking a lot longer than I want. Personally I dislike blendshapes as bone based rigs give much better interpolation so will be a bone-based course. Unfortunately it will have to be a paid course. I cannot justify placing it on RUclips for free as it I too much work to do for no compensation when I have a very limited income.

  • @dilosilv611
    @dilosilv611 11 месяцев назад

    I don’t understand it. Laying down a lot of nodes just to add one node?

    • @brundlethwaite
      @brundlethwaite 10 месяцев назад

      When you want to extend a rig using the auto-rigging nodes you will need to create scripts like this this is the starting point for doing that.

  • @fastlearner292
    @fastlearner292 11 месяцев назад

    I haven't completed the video yet, but I'm genuinely impressed by your ability to explain even the most smallest details with clarity. Very surprising to see that your videos get so little views, you totally deserve more recognition