Game Development Community

Vehicle rig

by Noah Gomes · in Artist Corner · 07/19/2008 (1:49 pm) · 1 replies

Does Houndini do vehicle rigging if I model it in max

#1
07/19/2008 (2:11 pm)
Sure, you could use Bones and capture the geometry to them, or you could build a chain of Null Nodes and parent those together and use that as a 'rig' to parent geometry to. I used the HGT from CombatStarterKit as an example to test the ROP, it had Joints and Bones

During Import, you may have to toggle the 'curve' options for animation if the keys don't seem to have the right 'curve' to them. I found All Cubic Curves toggle to work pretty well for linear type keyframes, not bezier handles on the keys. Kinda depended upon what type of motion it was...

Use Null Nodes for your mount points and other mounting behaviors...or bones would probably work as well.

Good luck!

PS: Export from Max as FBX to maintain the keyframes...HD won't import COLLADA animations, rigs are fine; but you lose deform node and any weighting....

Do not 'resample' anything...I've had some issues with tween[empty] frames getting filled with interesting data if things are resampled, unfortunately the Importer doesn't allow for you a toggle to choose to Resample or not.