Can we get a Houdini forum under the 3rd Party Software category?

Could we please have a Houdini forum under the 3rd Party Software category?

Houdini is now one of the best DCCs for working with Daz characters so it seems odd that there is no Houdini category when we have categories for 3D Max and C4D etc

Thanks

Comments

  • Yep, I'm aware of that.. but not really what I was asking for and not really visible.

    Thanks anyway though.

  • GordigGordig Posts: 9,583

    I know it's not what you're asking for, but it's all we're likely to get. Individual Houdini threads tend not to see much traffic, Daz hasn't released a Houdini bridge, and Houdini doesn't seem to be much on their radar.

  • Thanks.  That's a shame but it's their loss I guess.

    Houdini + the DazToMaya plugin is already so much more useful then say, the DazToMax bridge.. which hasn't been touched for 3 years now!

  • GordigGordig Posts: 9,583

    I've been using the DaztoC4D plugin for the same purposes. I've been thinking about making a series of tutorials about how to use Daz assets in Houdini, and one of these days I'll get around to actually doing it. Maybe that would drive a little more interest our way.

  • I'm the creator of this workflow which admittedly is all about getting Daz characters over to Unreal Engine via Houdini, but since releasing it I've had quite a few people ask me about a similar solution for those wannting to stay within Houdini, so there is defintely interest out there.

    I've done a little preliminary work to try to get JCM's to be automatically driven by joint rotations in Houdini but haven't had time to finish it yet.  Not to mention all of the Apex goodness I'm yet to explore.

  • GordigGordig Posts: 9,583

    I've spent a considerable amount of time trying to link JCMs to joint rotations and never really got anywhere with it because I couldn't find any way to reference joint rotations. Maybe it would need to be set up for IK first, but I haven't really delved into APEX. I did figure out a CHOP setup to make a character blink at regular intervals with randomized variation, and I haven't quite cracked getting the Phoneme CHOP to drive viseme morphs.

  • I managed to get JCMs working for all joints with the exception of the shoulders, where the joint rotations are susceptible to axis flipping, which breaks the expressions driving the JCMs.  Haven't figured out how to solve that yet.

  • GordigGordig Posts: 9,583

    I recently watched a tutorial about the new Vellum muscle workflow in 20, and that makes me less intent on getting JCMs to work. Between muscles and Delta Mush, I imagine you could easily replicate if not improve on Daz JCMs.

  • GordigGordig Posts: 9,583

    Don't get me wrong, though, I would still like to know how you did it.

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