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:

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