KineFX: Exporting Blendshapes (Houdini 18)

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Brundlethwaite

Brundlethwaite

2 жыл бұрын

Exporting blendshapes in KineFX is complex. Here I set up a scene for export and try to create a HDA system to simplify the process.
The scene files are available here:
brundlethwaite.gumroad.com/l/...
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Пікірлер: 14
@duncanbuckley7020
@duncanbuckley7020 Жыл бұрын
I love your channel, when I have issues with Kinefx you always have something that helps. Thank you
@lotuseaters
@lotuseaters Жыл бұрын
thank you so much for existing and making this
@user-sz3cu3wo8f
@user-sz3cu3wo8f 2 жыл бұрын
Thanks, We starting learn Build RBF Rig with Kinefx workflow, But for now, using houdini rigging and animation system are expensive. hopefully Q4 session will improve more kinefx and rigging part, and fix animation asset exporting to diffrence DCC.
@gianmarcoferraro2544
@gianmarcoferraro2544 2 жыл бұрын
Very interesting. Thanks
@YuuJer
@YuuJer 2 жыл бұрын
wow what a long setup, I gotta set aside time to watch! thanks for posting. i only got to skim through it so far. but i noticed near the end you mention that the blendshape needs to be stored on the mesh for export. From maya to unreal, I learned I can export a skeleton with just a attribute channel on it with the same name as the blendshape, and unreal will read it. we just create a bunch of custom attributes on the root bone and export the skeleton with curves to drive the same named specific blendshape. it's less data to export out of maya for morphs rather than exporting meshes with animations each time from maya. is it possible to do that with houdini too?
@brundlethwaite
@brundlethwaite 2 жыл бұрын
I could probably have had a shorter video but I decided to setup a reusable system. The animation should be exportable by itself (In theory) but it is not working at the moment. It is possible that there is something that I missed but at the moment it is not working properly.
@eugeneflormata1952
@eugeneflormata1952 2 жыл бұрын
@@brundlethwaite that's cool, I still appreciate this video being up! I plan to rig and animate in UE anyways, but knowing how to skin and stuff in houdini is great!
@pgdaszzz7399
@pgdaszzz7399 Жыл бұрын
What if I just want to export morph targets with the skeletal mesh's fbx file and just want to manipulate morph manually with blueprint in UE?
@nicolaastanghe475
@nicolaastanghe475 Жыл бұрын
what about character blend shapes ad and characterblendshapechannels1
@brundlethwaite
@brundlethwaite Жыл бұрын
Those nodes were not available when this video was created (This is using version 18). I will make a video on how to use them when I get the time.
@nicolaastanghe475
@nicolaastanghe475 Жыл бұрын
@@brundlethwaite THat whould be Awsome thx!
@DanaHamers
@DanaHamers Жыл бұрын
@@brundlethwaite Would be great to see this method!! Many thanks in advance.
@user-sz3cu3wo8f
@user-sz3cu3wo8f 2 жыл бұрын
BTW, the Biggest trouble we get was KineFx didn't support USD workflow, if somebody wanna use Kinefx workflow, We need build a asset incloud Rig and kinefx, then export as agent. cause LOP net only support translate agent rig as USD rig, can't directly using sop import or sop create to import your rig and animation, same as blendshape.
@brundlethwaite
@brundlethwaite 2 жыл бұрын
This is a USD limitation, USD does not support or store animation. You will generally have to store the cache the animation as a mesh with alembic or .bgeo.sc files.
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