rigging basically start adter modelling the object, as you need a geometry or an object to add some bones in to it.
I was having an geometry file, I used during the modeling tutorial. so use the object as the start of the animation.
load the geometry and then from character tab add the bones in to it. from the side view, I aline the bones such way they are at the center of the object.
use "capture geometry" tab to link the bones to geometry
to edit the geometry, I had use "edit capture" region icon from the character tab.
lastly, I created a hand from curve object to to contol the null the end point of the object. This is called inverse kinamatics where the final bone or a child object will able to control all above parent objects.
Friday, November 12, 2010
Thursday, November 11, 2010
Day 40: parent blending in Houdini
Parent blending good tutorial of Houdini, who need to learn the the power of rigging.
it start with an animation of left and tight hand and a box the two hands are animating to the side and the box is in the center
when we parent left box only leftside hand connect to box and animate when we connect tothe right side only right side box connect to animate.
to connect both hand one after another we need to use parent blend node by selecting left hand first followed by the right hand.
when the blen appers connec tthe box to blend. notice box does not move either side due to equal amount of force.
To move box, select the blend parent, at keyframe 0, set weight 1 as 1 and weight 2 as 0, at frame 50 set the similer key wright keyframes.
at keyframe 51, set weight 1 as 0 and weight 2 as 1, at frame 100 set the similer key wright keyframes. rewind and play the animation.
Now the weight are moving as it suppose to be.
it start with an animation of left and tight hand and a box the two hands are animating to the side and the box is in the center
when we parent left box only leftside hand connect to box and animate when we connect tothe right side only right side box connect to animate.
to connect both hand one after another we need to use parent blend node by selecting left hand first followed by the right hand.
when the blen appers connec tthe box to blend. notice box does not move either side due to equal amount of force.
To move box, select the blend parent, at keyframe 0, set weight 1 as 1 and weight 2 as 0, at frame 50 set the similer key wright keyframes.
at keyframe 51, set weight 1 as 0 and weight 2 as 1, at frame 100 set the similer key wright keyframes. rewind and play the animation.
Now the weight are moving as it suppose to be.
Wednesday, November 10, 2010
Day 39: Introduction to rigging in Houdini
After the modelling next part was rigging so I start a tutorial based on rigging
This turotial concept of a earth panet and a moon revolving around the planet and moon has it's own spinning.
So we created a earth and a moon located next to each other with relative sizes.
well, in rigging it is very importent who will be a parent and who will be a child and how you link each other. we able to do one attribute at a time.
So we need to add a "null" node between "planet" and "moon". change the name to "ctrl_revolution which help to control the planet revolusion.
Now give Y rotation to parent-180, Ctrl_revolution- 1080 and for moon- -360, when we rewind and play the parent planet affectig the child moon revolution to reduce the speed.
to solve this problem we add new node called " blend" it's like a mask to avaod the rotation of the planets.. so the final rotion will be very smooth.
This turotial concept of a earth panet and a moon revolving around the planet and moon has it's own spinning.
So we created a earth and a moon located next to each other with relative sizes.
well, in rigging it is very importent who will be a parent and who will be a child and how you link each other. we able to do one attribute at a time.
So we need to add a "null" node between "planet" and "moon". change the name to "ctrl_revolution which help to control the planet revolusion.
Now give Y rotation to parent-180, Ctrl_revolution- 1080 and for moon- -360, when we rewind and play the parent planet affectig the child moon revolution to reduce the speed.
to solve this problem we add new node called " blend" it's like a mask to avaod the rotation of the planets.. so the final rotion will be very smooth.
Tuesday, November 9, 2010
Day 38: Modellign concept in Houdini
Hi today, I went trought the tutorial of SOPs- Surface operator
which plays importent part of modelling in Houdini.
basic concept flow covers few modeeling SOPs like
which plays importent part of modelling in Houdini.
basic concept flow covers few modeeling SOPs like
Geometry or model eg: BOX
- Box
- Poly Extrude
- PolySplit
- Clips
- Blast
- Poly Bevel
- Edit
- Mirror
- Fuse
- Edit Cusp
First take a box, convert to polygonal mesh
select the polygone, use polyExtrude SOP to extrude it.
Then use polySplit to split the object
Use clips to separate and blast to delete
Select the edge of the half object and use polybevel to bevel the object
Use point seelction to select the points and edit node to edit it (move or scale)
then select the half primitive and use mirror node to mirror on the z -axis.
Use fuse to fuse the any extra points
PolyCurp helps to reduce the poly smoothness.
Finally merge with tube object to see the filnal result.
Monday, November 8, 2010
Day 37: Digital asset creation part6
Creating digital asset in Houdini is a very importent process of the production pipeline.
Digital asset not only help peole to create their own object/nodes also helps to reduce the production time.
the process is 3 mouse buttons click away.
1. organizing the assets: All the nodes in the network view need to select and convert them in to subnet node
2. Get the appropriate path for OTL file: RMB+click on the subnet node to edit operator type properties and arrange the folders as shown
3. Install the digital assets: Digital assets in houdini is saved under OTL file.
go to file > Install Digital Asset Library to install the OTL file
Later we able to see in network tab menu under digital asset..
Digital asset not only help peole to create their own object/nodes also helps to reduce the production time.
the process is 3 mouse buttons click away.
1. organizing the assets: All the nodes in the network view need to select and convert them in to subnet node
2. Get the appropriate path for OTL file: RMB+click on the subnet node to edit operator type properties and arrange the folders as shown
3. Install the digital assets: Digital assets in houdini is saved under OTL file.
go to file > Install Digital Asset Library to install the OTL file
Later we able to see in network tab menu under digital asset..
Friday, November 5, 2010
Day 36: Procedural modelling part5
Started today, open the finish part 4 tutorial and save a sa sart for building the bridge towers asset.
it start with the basic box shape and followed by transform node, this adjust
Tower length. width, overall height
add another thransofrm node
to adjust tower uniform scale, height and offset.
The bridge towers are adjustable in numbers...finally this towers merge with the bridge support system. to get the whole bridge together.
it start with the basic box shape and followed by transform node, this adjust
Tower length. width, overall height
add another thransofrm node
to adjust tower uniform scale, height and offset.
The bridge towers are adjustable in numbers...finally this towers merge with the bridge support system. to get the whole bridge together.
Thursday, November 4, 2010
Day 35: Procedural modelling part4
I continue on the procedural modeeling part 4 tutorial to create th tier support.
Today created few more new input in the Mastercontrol to create th position and number of Tier support in between the briedge layers.
Network become very huge..Such type of linking is only posible in Houdini.
which will envantually use to create a digital asset.
Today created few more new input in the Mastercontrol to create th position and number of Tier support in between the briedge layers.
Network become very huge..Such type of linking is only posible in Houdini.
which will envantually use to create a digital asset.
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