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?
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.
Generally to do that you would need make a button in the interface (Either the HDA or the character picker). This would be linked to a script that would snap the IK controls to the positions on the arm in FK and place keyframes.
@@brundlethwaite Hmm, that's what I had tried. Maybe I have overlooked something, but I expected the resampled curve to be smoothly transformed by the control points.
@@KonstantinMagnus The curve applies to the control points and not the joints. The joints are only transformations they do not interpolate. They lines between the joints are not actually curves (or even lines). To get a behaviour that is closer to a curve you can set the control curve to be bezier (After you have converted it). Then change the signature to "Target ID's, Curve Geometry with primitive index" and this will make the joints conform to the curve.
Unfortunately I have not got to work multi joint chains yet. I have started working on the scenes but not the rigging I want to do some CHOPS work with spiders. There is not currently a multi-joint IK solver so you have to make your own. I will be making a simple gradient-decent solver. It would be surprising if it is not added in the next verson. I cannot say when I will have to solver done and the video out (Hopefully before the end of January but it could be a lot later). If you want to you could take a look a a video like this ruclips.net/video/VdJGouwViPs/видео.html for an simple explanation of how an iterative gradient decent solver works.
Unfortunately the spine rotations do have issues. I have some basic overviews of approaches for betters spines. Here are the videos I have made on spine rotations the second one relies on the bezier curve rotations. I have a basic rotations setup for a spine here: ruclips.net/video/QbX0IF6c1qo/видео.html Using the bezier curve rotations to create a ribbon spine: ruclips.net/video/XPxwRKhVa4E/видео.html There is also another approach that I will post when I get the time to finish editing the video. This uses rotations and calculates the rotations for each axis individually which gives multiple rotations unfortunately I will not give an eta for that video.
Great tutorial, subbed. Keep making these, very much appreciated!
Thanks for the tutorial, looking forward to the next one.
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?
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.
Hello great lesson! I can't figure out how to switch from IK to FK so that the position in space, for example, of the hand is preserved.
Generally to do that you would need make a button in the interface (Either the HDA or the character picker). This would be linked to a script that would snap the IK controls to the positions on the arm in FK and place keyframes.
Thank you for another great tutorial! How would you make the Bézier interpolation work?
Use a convert node to convert the line node to a bezier curve.
@@brundlethwaite Hmm, that's what I had tried. Maybe I have overlooked something, but I expected the resampled curve to be smoothly transformed by the control points.
@@KonstantinMagnus The curve applies to the control points and not the joints. The joints are only transformations they do not interpolate. They lines between the joints are not actually curves (or even lines).
To get a behaviour that is closer to a curve you can set the control curve to be bezier (After you have converted it). Then change the signature to "Target ID's, Curve Geometry with primitive index" and this will make the joints conform to the curve.
Note that what I just mentioned will not work If the points have been re-parented and that re-parenting will not work with a bezier curve.
@@brundlethwaite Will try. Thank you for looking into it! // Edit: Great, it works now!
phenomenal tutorial! subd
Have you had any luck rigging a multi-joint chain, like a spiders leg with the ik solver? I can't get it to behave as expected.
Unfortunately I have not got to work multi joint chains yet. I have started working on the scenes but not the rigging I want to do some CHOPS work with spiders.
There is not currently a multi-joint IK solver so you have to make your own. I will be making a simple gradient-decent solver. It would be surprising if it is not added in the next verson.
I cannot say when I will have to solver done and the video out (Hopefully before the end of January but it could be a lot later). If you want to you could take a look a a video like this ruclips.net/video/VdJGouwViPs/видео.html for an simple explanation of how an iterative gradient decent solver works.
Okay I have looked into this properly (I missed the solver) now and It is actually pretty simple. I will get a video up in the next couple of days.
annyone know how to use a bezier curve to manpulate a spine ? I cant seem to get it to work
Unfortunately the spine rotations do have issues. I have some basic overviews of approaches for betters spines. Here are the videos I have made on spine rotations the second one relies on the bezier curve rotations.
I have a basic rotations setup for a spine here:
ruclips.net/video/QbX0IF6c1qo/видео.html
Using the bezier curve rotations to create a ribbon spine:
ruclips.net/video/XPxwRKhVa4E/видео.html
There is also another approach that I will post when I get the time to finish editing the video. This uses rotations and calculates the rotations for each axis individually which gives multiple rotations unfortunately I will not give an eta for that video.
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