What to learn of Houdini?
by Thorsten Schmidt · in Artist Corner · 04/06/2009 (2:34 pm) · 8 replies
Getting a bit deeper into Houdini I'm realizing that there are many features of Houdini which seem to be useless when exporting to dts format like example particles, dynamics and lights. But what parts of Houdini are useful to be learned?
For example actually I'm working through the "Quadruped Auto Rig Tool" tutorial of the sidefx homepage. Will it be possible to use the results of this workflow and export the finished animated model to dts?
Is there something like an overview of which features are useful for creating dts-models?
For example actually I'm working through the "Quadruped Auto Rig Tool" tutorial of the sidefx homepage. Will it be possible to use the results of this workflow and export the finished animated model to dts?
Is there something like an overview of which features are useful for creating dts-models?
#2
04/06/2009 (8:19 pm)
I have to agree with Rex, I have had more luck just plugging in a base rig and going from there.
#3
I just wanted to do some "simple" tests by using the toon character and export it to DTS. But I guess I have to do some more basic animation tests.
It it hard to start learing Houdini if you don't know if the feature you are actually learing makes sense to DTS or if it is just a waste of time. Why should I concern with the autorig tools if the results are useless?
What is missing is a documentation on how to use Houdini in combination with the DTS format. Which features can be used and which not? (Lights, Fur, Cloth animation, auto rigs etc.)
Maybe these questions sound a bit stupid but from my point of view there are so many features in Houdini that I don't know where to start.
I hope you understand what I mean ...
04/06/2009 (11:40 pm)
Thanks for the hints. I will try this out this evening. I just wanted to do some "simple" tests by using the toon character and export it to DTS. But I guess I have to do some more basic animation tests.
It it hard to start learing Houdini if you don't know if the feature you are actually learing makes sense to DTS or if it is just a waste of time. Why should I concern with the autorig tools if the results are useless?
What is missing is a documentation on how to use Houdini in combination with the DTS format. Which features can be used and which not? (Lights, Fur, Cloth animation, auto rigs etc.)
Maybe these questions sound a bit stupid but from my point of view there are so many features in Houdini that I don't know where to start.
I hope you understand what I mean ...
#4
I agree, it is a bit difficult to know what will work...since there is a zillion ways to work in Houdini to achieve the same result, render wise....
I had 'fairly' good luck on 'quick testing' a rig by importing a FBX file of KORK and exporting that, with animation...that worked fine. Even loaded the SDK dsq's.... It[skeleton] was comprised of 'null' nodes, but unlike the AutoRig setup, it exported into a proper 'skeleton', as I'd constructed the hierarchy, not how HD linked things in the AutoRig. You might try that approach for anything 'quick'...
Cheers!
04/07/2009 (6:22 am)
The Example files in the 'Help' system of the Torque ROP do show some of the nodes that will produce the 'features' of the DTS format.I agree, it is a bit difficult to know what will work...since there is a zillion ways to work in Houdini to achieve the same result, render wise....
I had 'fairly' good luck on 'quick testing' a rig by importing a FBX file of KORK and exporting that, with animation...that worked fine. Even loaded the SDK dsq's.... It[skeleton] was comprised of 'null' nodes, but unlike the AutoRig setup, it exported into a proper 'skeleton', as I'd constructed the hierarchy, not how HD linked things in the AutoRig. You might try that approach for anything 'quick'...
Cheers!
#5
08/16/2009 (9:19 pm)
So it is now 4 months since you guys last posted on this thread and I just purchased the HD v10 of Houdini. Have any of you choosen to stay with Houdini? I came here via XSI mod tool but just noticed they no longer offer that since the new release last week.
#6
SDK (Can’t find it), FBX file of KORK? Torque ROP? ROP and AutoRig? I came here via XSI mod tool? IK?
He he!
BUT, we all share the same problem!
I saw Houdini in action and almost lost it. I was flabbergasted.
And then the DTS came up. I was that close of buying it. Now I don’t know…
Gees, can’t try out the DTS export, what a bummer.
Any suggestions on what I could use?
I was going with Blender. There’s a lot of documentation but so does Houdini.
I’m going to have a look at that Collada everybody seems to be using.
@Thorsten
Wow! Just found 26 Houdini threads inside the Artist Corner :)
09/01/2009 (1:27 pm)
Man... You all lost me.SDK (Can’t find it), FBX file of KORK? Torque ROP? ROP and AutoRig? I came here via XSI mod tool? IK?
He he!
BUT, we all share the same problem!
I saw Houdini in action and almost lost it. I was flabbergasted.
And then the DTS came up. I was that close of buying it. Now I don’t know…
Gees, can’t try out the DTS export, what a bummer.
Any suggestions on what I could use?
I was going with Blender. There’s a lot of documentation but so does Houdini.
I’m going to have a look at that Collada everybody seems to be using.
@Thorsten
Quote:What is missing is a documentation on how to use Houdini in combination with the DTS format. Which features can be used and which not? (Lights, Fur, Cloth animation, auto rigs etc.)You bet!
Wow! Just found 26 Houdini threads inside the Artist Corner :)
#7
We disliked XSI because there appears to be no more support for ModTool going forward as they just released a new version XSI without a new ModTool version. Also, we could not figure out how to get ModTool to save objects in a library so we can just create a new scene and bring in different pre-made objects.
09/01/2009 (1:36 pm)
The DTS export for Houdini works great for us. We prefer it as it is seems to work without hiccup on a continued basis. Note that Houdini does not appear to have COLLADA support. If you are a programmer, you might be more inclined to like Houdini in my opinion. Also note I had to buy a newer model PC (i920 w/9GB RAM) as my older computer could not handle the power of Houdini. (well that's the excuse I gave my wife at least). But man-o-man what a nice package Houdini is. We disliked XSI because there appears to be no more support for ModTool going forward as they just released a new version XSI without a new ModTool version. Also, we could not figure out how to get ModTool to save objects in a library so we can just create a new scene and bring in different pre-made objects.
#8
My wallet is really starting to burn now...
Thanks for the report.
09/04/2009 (5:40 am)
Well, good news!My wallet is really starting to burn now...
Thanks for the report.
Torque Owner Rex
BrokeAss Games
To use the IK tools in Houdini, you need the 'bones' system and that is fine. It's the mesh deforming armature, that seems comprised of null nodes linked together, driving the mesh deformations. After exporting, I got a mesh filled with individual nodes, all linked to the 'root' node, and none of the 'branches'/arms,legs,etc...set up in the hierarchy I wished.
This would make it so that any dsq made would work with the dts probably; but to then use this dts in any direct/procedural way inside the engine, would most likely produce odd results, as the elbow, and hand...would not follow the shoulder nodes 'parent' rotations...since they're all parented to a single root node.
The ROP and AutoRig may have changed since I evaluated that tool shelf, but I found that you may need to build a character rig from ground up, along with IK's on a single rig or at least have the deforming rig be comprised of bones.
There are some Buzz3D.com videos, teaching character rigging and other rigging, this may be helpful. There isn't much 'free'/html documents on character rigging.