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:

Archived post by esttri

huhu, yes its late but luckily i am a night owl :D.

if you want to fetch your rig with a component script you will need to use those 2 nodes. because you want your graph to be loaded as a graph objects. its a looooot nicer to work with

and here is a little goodie. a hello world component. add as many hello world nodes as you like 🙂

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230611/22/23/hellowworld_component.bgeo

Archived post by Malmer

The legs use a simplified IK hda I have made called QuickIK it makes setting up ik chains for silly simple rigs really quick and fun. I will post a hipfile as soon as I get to work.

Here is quickIK the super simple IK setup thingie

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230705/31/23/sop_Malmer.main.QuickIK.1.1.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230705/31/23/houdinifx_ICBz76Lldi.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230705/31/23/super_simple_ik.hiplc

Archived post by Reinhold

Curious to hear what you think. I’m a total kinefx noob … probably some odd choices in that setup

I really want to tackle a version now that can roll over the corners, rather than just hinge on the edges. Maybe tomorrow

Much more straightforward than I thought

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232203/20/23/2023-03-20_08-12-44.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232203/20/23/box_stack_animation_v2.hipnc

Archived post by will

Here is another go a squash and stretch, I calculated the distance between two points and then scaled a joint in-between.

I have added some shape controls on the rig vop, something to play with

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20220908/11/22/2022-08-11_09-30-05.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20220908/11/22/squash_and_stretch.hiplc