Introduction to Houdini KineFX Constraints - part I

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  • Опубликовано: 21 янв 2025

Комментарии • 19

  • @joncorv
    @joncorv 11 месяцев назад

    All of your videos are incredibly well done and informative. Thank you so much.

  • @jessarc6715
    @jessarc6715 2 года назад +1

    clearly explained and well structured, thank you very much!

  • @mangoship
    @mangoship 3 года назад +1

    Thanks. I found specially useful to learn how scaleinheritance attribute works.

  • @FaitelTech
    @FaitelTech 3 года назад +1

    Clear and informative, looking forward for the next one 👍

  • @bbossin
    @bbossin 3 года назад +2

    @5:59 attachcontrolgeo appears to be replaced by attachjointgeo in Houdini 19.

    • @rokandic
      @rokandic  3 года назад

      Yes, some KineFX nodes were updated/replaced in Houdini 19.

    • @sonofbryce
      @sonofbryce 2 года назад

      Thanks for the tip!

  • @DevGods
    @DevGods Год назад

    I have a question about parenting objects that aren’t inside the same skeleton. Say I have an object I want to attach to my rig that also has a rig so that I can animate them together( weapon reload) is there a method to do that?

  • @FaddyVFX
    @FaddyVFX 3 года назад +1

    Thank you for the video, i learned a lot

  • @biiiiioshock
    @biiiiioshock 3 года назад

    Awesome video man ! Thank you

  • @k4keshaw
    @k4keshaw 2 года назад

    thanks Rok

  • @jon3de
    @jon3de Год назад

    Thank you very much!!!

  • @tastydolphinbrain
    @tastydolphinbrain 3 года назад

    Really helpful, thank you very much

  • @erichocean8746
    @erichocean8746 3 года назад

    Sweet, I was hoping you'd do some KineFX tutorials.

  • @KZLR
    @KZLR 2 года назад

    Are KineFX tuts from 18.5 totally the same as how KineFX works in H19?

  • @frederickokott
    @frederickokott 3 года назад

    superb

  • @bentraje
    @bentraje 3 года назад

    Hi Rok. Thanks for the video. But would you be able to make a demonstration on how to use the KineFX on actual/practical rig?
    What I mean is to show all the controls and geo for animation.
    Currently, with your video, you use RigPose (which I guess is the control?) and also the other videos.
    No one showcases several rig pose (several controls) all at once. Currently, click on the rig pose then animation.
    As you know, animators don't do that. They click on the viewport controls rather than on the node editor.

    • @rokandic
      @rokandic  3 года назад +1

      Hi! The animator would usually have the whole rig prepared as an asset. So all the rig pose nodes would be inside the digital asset and have all the necessary parameters promoted. This way the animator would only be animating the parameters of the digital asset and selecting all the controls in the viewport rather than deal with rig pose nodes.

  • @098765432qwertyuiop
    @098765432qwertyuiop 2 года назад

    Interesting video. It's so time consuming and manual inputs (mouse travel, dropping nodes etc...) compared to other apps.