Difference between revisions of "HoudiniKinefx"

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Kinefx covers a lot of ground, but there's a pleasing DNA share with a lot of established houdini workflows. Basically if you've used packed prims before and wrangles, you get the core of kinefx.
 
Kinefx covers a lot of ground, but there's a pleasing DNA share with a lot of established houdini workflows. Basically if you've used packed prims before and wrangles, you get the core of kinefx.
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=== Localtransform and kinefx wrangle ===
  
 
For me one of the most exciting things is the core ability to treat curves as joint chains. I've experimented with doing this in the past (see [[CurveUnrollTutorial]] ), but it's quite a lot of work. Now all that stuff comes for free!  
 
For me one of the most exciting things is the core ability to treat curves as joint chains. I've experimented with doing this in the past (see [[CurveUnrollTutorial]] ), but it's quite a lot of work. Now all that stuff comes for free!  
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Download hip: [[:File:kinefx_starfish.hip]]
 
Download hip: [[:File:kinefx_starfish.hip]]
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=== FBIK ===
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[[:File:kinefx_fbik.gif]]
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Download hip: [[:File:kinefx_fbik_hips.hip]]
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Not sure if this is the right way to use it, but its fun.
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Bring in a rig, here I've loaded mocapbiped3, chose a walk, and imported it with the '''scenecharacterimport''' node. Split off the feet and hips, move the hips, feed those to the second input of the fbik sop, and the original rig to the first input.
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FBIK will do its best to push the rig to match the positions of the bones you specify. Tweaking some weighting options on the FBIK node can help get rid of glitches.
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It's not perfect, things like knees will wobble everywhere, but like I said, its fun.

Revision as of 05:52, 23 October 2020

Kinefx

Kinefx covers a lot of ground, but there's a pleasing DNA share with a lot of established houdini workflows. Basically if you've used packed prims before and wrangles, you get the core of kinefx.

Localtransform and kinefx wrangle

For me one of the most exciting things is the core ability to treat curves as joint chains. I've experimented with doing this in the past (see CurveUnrollTutorial ), but it's quite a lot of work. Now all that stuff comes for free!

When you get into kinefx, the sections of a line are treated as joint chains. Each point gets a @localtransform matrix4 attribute. If you rotate it, it is treated as a FK rotation in a joint chain, ie, rotate the elbow, and you'll have the wrist, hand, fingers all come along too in a FK style.

This means if you animate all the rotations of all the joints, you get easy wiggly waggly setups. So:

  1. Make a line with 10 segments
  2. Append a skeleton sop which will create @localtransform for you
  3. Append a rig wrangle
  4. Try something like this:
rotate(4@localtransform, @Time, {1,0,0});

When you scrub the timeline, you'll see the line curl up as each 'joint' is rotated over time. What if you increase the amount of rotation from the start to the end of the curve?

rotate(4@localtransform, @Time*@ptnum*0.1, {1,0,0});

or drive with a sine wave and tweak the values a bit?

rotate(4@localtransform, .2*sin(-@Time*3+@ptnum*0.2), {1,0,0});

or just be really silly, do this, and copy some lines to a sphere:

rotate(4@localtransform, .4*sin(rand(@primnum)-@Time*2+@ptnum*.05), vector(curlnoise(@P+rand(@prinum)+@Time*0.2)));

Kinefx starfish.gif

Download hip: File:kinefx_starfish.hip

FBIK

File:kinefx_fbik.gif

Download hip: File:kinefx_fbik_hips.hip

Not sure if this is the right way to use it, but its fun.

Bring in a rig, here I've loaded mocapbiped3, chose a walk, and imported it with the scenecharacterimport node. Split off the feet and hips, move the hips, feed those to the second input of the fbik sop, and the original rig to the first input.

FBIK will do its best to push the rig to match the positions of the bones you specify. Tweaking some weighting options on the FBIK node can help get rid of glitches.

It's not perfect, things like knees will wobble everywhere, but like I said, its fun.