So maybe someone finds it as funny a project as I do … Marc Albrecht I realized that this might be more suited for a DAZ forum, but, after all, it is done in Houdini. Shader nodes for Redshift or Mantra are created, switching between them is possible using a simple renaming script. Morphs are being recreated in high resolution, so facial animation using morphs can be used right away (no need for adding a face rig). It recreates the rig in Houdini, adding arms- and legs-IK for easier animation. The system also converts the material paths, fixes the FBX import issue in Houdini (currently, bug filed) to get all the texture paths. ![]() Meaning: You get both the rig and the high resolution geometry over. ![]() The HDA, as it stands, accepts a DAZ exported FBX, which includes (currently limited to G8 figures) a rig plus a high-res OBJ for the subdivision detail (that does not get exported into FBX from DAZ). I have used this project as a sandbox for learning more about rigging in Houdini (and a bit about creating HDAs). Moin, a friend suggested I should post this here since it might raise some interest.
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