Houdini KineFXについて 1.KineFXの概要(スキニング、スケルトンの作成やウェイトの調整)

IndyZone チャンネル
7 Jul 202222:17

Summary

TLDRThe transcript discusses the innovative approach to rigging in Houdini through the introduction of Kin effects, which shifts the process from object level to geometry level. This allows for a more flexible and non-destructive manipulation of animation data, enabling animators to work comfortably within Houdini. The core functionality involves processing dense animation data, with the potential to expand to full animation capabilities. The use of procedural methods, such as the application of blast stops and ik solvers, along with the ability to paint weights directly on animated characters, highlights the powerful and intuitive nature of this new initiative.

Takeaways

  • 🌟 Houdini is introducing a new initiative called Kin effects, aiming to make rigging more accessible and procedural by moving it from object level to geometry level.
  • 📊 The core functionality of Kin effects is to process dense animation data within SOPs (Surface Operators), inspired by game engine state machines.
  • 🎥 The first update focuses on motion capture and data processing, with plans to evolve so animators can work comfortably within Houdini.
  • 📷 A sample scene demonstrates how animation from an FBX file can be manipulated using a node called 'rig post' to add offsets to the incoming animation.
  • 💡 Kin effects allows for the display of animation data as a skeleton, even though it's just points and geometry, simplifying the rigging process.
  • 🛠️ The non-destructive nature of Houdini's procedures enables users to inject more data at any point, and keyframe parameters for animation.
  • 🎨 The video showcases how the L system can be used to rig a system, and how full body IK targets can be created using blast stops.
  • 🌐 Exporting and importing animations or rig characters is made easy with Houdini, allowing for seamless review and modification of animation data.
  • 🔧 The geometry part of the script highlights the ability to manipulate skin data for characters, even without using mocap, through operations like poly reduce.
  • 🔨 Building a skeleton and skinning is streamlined with options for centering joints, re-parenting, and mirroring skeletons in the rigging process.
  • 🖌️ The script emphasizes the power of painting weights on animated characters in real-time, allowing for dynamic adjustments and refinements to the skinning process.

Q & A

  • What is the main problem with the current setup in rigging according to the transcript?

    -The main problem with the current setup in rigging is that it's not procedural because it's in object space, which means you can't use the usual procedural tricks to make skeletons or animation.

  • What is the new initiative started a couple of years ago as mentioned in the transcript?

    -The new initiative started a couple of years ago is called 'kin effects,' which aims to move rigging away from the object level and into the geometry level.

  • What is the core functionality of kin effects as described in the transcript?

    -The core functionality of kin effects is to process dense animation data and it is inspired by a state machine from a game engine, with similar concepts.

  • How does the rig post node add an offset to the incoming animation in the kin effects system?

    -The rig post node adds an offset to the incoming animation by processing the points and geometry, allowing the user to display it like a skeleton for preference.

  • What is the benefit of using points in the kin effects system?

    -The benefit of using points in the kin effects system is that it opens up the rest of the SOPs world, allowing for the application of various operations like blast stop and raycast stop, and the use of an IK solver to fix the feet.

  • How is the data processed in the kin effects system described as?

    -The data is processed in the kin effects system as being live throughout the process and entirely non-destructive procedures, with the currency being point data coming in and out.

  • What is the purpose of the L system in the example given in the transcript?

    -The purpose of the L system in the example is to hide a lot of the operations being done, but it is used to show exactly what's happening with the rigging process.

  • How can the geometry part of the rigging portfolio be used even if you don't deal with animation?

    -The geometry part can be used for character and just geometry manipulation of skin data, such as using the poly reduce operation on a skinned character.

  • What are some of the features for manipulating the skeleton in the rigging portfolio?

    -Some features for manipulating the skeleton include centering the joint based on geometry, keeping transforms of children, re-parenting joints, and mirroring the skeleton.

  • How is the skinning data transferred onto a new mesh in the kin effects system?

    -The skinning data is transferred onto a new mesh by first generating a tetrahedral mesh using either a tet conform or tet in bed embedded, and then using the by harmonic capture swap to do the actual capturing.

  • What is the advantage of being able to paint weights on an animated character in the kin effects system?

    -The advantage of being able to paint weights on an animated character is that it allows for direct and intuitive manipulation of the skinning data without managing any lists or extra stuff, and it can be done in real-time on the deforming character.

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Related Tags
Procedural RiggingHoudini SoftwareKin EffectsAnimation WorkflowGeometry LevelNon-Destructive ProceduresMotion CaptureIK SolverSkeletal AnimationWeight Painting