Archived post by siegmattel

this approach is more like you’re building different custom rig poses with much more advanced functionality

how do i make sure that blendshape animation comes through on a rop fbx character export?

i’m guessing it’s some combination of character blend shapes add and a few other nodes?

for anyone curious, found this hip file from edward on the sidefx forums, seems like it works. you basically pack each blendshape, give it the same name attribute as your capture geo, add blendshape_channel and blendshape_name attributes, hide the blendshape visibility, and then you set up a few detail attributes on the skeleton to act as the blendshape weights.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251607/03/25/kinefxBlendShapeFromScratch.hip

Archived post by jim.meston

Nah f that. It’s as easy as making a subnet, promoting to HDA and changing the view state. Then the user pins the scene view at the container level. Then you basically have an empty utility HDA that people can use if they choose to.

Call it rigpose_multi or something catchy and get 5 cool points.

+ if memory serves me right the rigpose vis controls are multiparms so you the user could theoretically make visibility sets.

Here you go…

By default the container has no parms, but if you drag the relevant multiparm root into the container edit parms window, it propogates all the parms for you. You can do this for the tranforms as well. It takes a few seconds. Or just pin the view at the top level and edit from within the container. Should work for custom hdas with rigpose states also.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245810/01/24/rigpose_multiviewer.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245810/01/24/rigpose_multi.zip

Archived post by siegmattel

@toadstorm fuck yesss that worked! was able to see the definition of the functions in there, found the inputindex call

for anyone curious, inputindex was the param i was looking for. the code for the action button: “` from kinefx.ui import rigtreeutils rigtreeutils.selectPointGroupParm(kwargs, inputindex=1) “` and the menu script: “` from kinefx.ui.jointselection import buildTransformMenu return buildTransformMenu(kwargs[‘node’], inputindex=1, is_motionclip=False) “`

gives you joint selection for the second input of your hda

Archived post by mattiasmalmer

i wanted to copy a bunch of “characters” to points and be able to deform them with a rigpose after cloning. here is a hip file with my solution to updating the capture data so that the deformer works

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242808/22/24/clone_captured_meshes.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242808/22/24/houdini_hvPjjpmC8W.mp4

Archived post by mattiasmalmer

i was talking to @pawelgrzelak about vellum and driving animations. and i mentioned an old post of mine about a worm thing i built using vellum constraints. turns out i did not post the hip file back then. :https://discord.com/channels/270023348623376395/351974457318834177/963921866005839892

So ill post it now:

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244204/17/24/wormVELLUM_clean.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244204/17/24/wire.mp4

Archived post by mattiasmalmer

i was talking to @pawelgrzelak about vellum and driving animations. and i mentioned an old post of mine about a worm thing i built using vellum constraints. turns out i did not post the hip file back then. :https://discord.com/channels/270023348623376395/351974457318834177/963921866005839892

So ill post it now: