Hey Steve,
Might not be as painless as you have experienced in the past but may not be
as bad as one might expect as well. Check out NGSkinTools. It's worth it
and the custom node can be removed to make the rig portable to those
without the plugin. The referencing workflow you describe should
Sorry for the Maya question on a Softy board but I wondered if people would
mind sharing their character workflow.
Working in advertising I'm having to make quick changes at all stages of
the pipeline and in Soft things were nice and nimble. In Maya I'm using
some scripts but things are very
+1!!!
On Thu, Jun 29, 2017 at 6:07 AM, Matt Morris wrote:
> Hi Oz, I'm interested if you got anywhere with this, and would be willing
> to share? Its one of the things I'm really missing!
>
> Cheers,
> Matt
>
>
> On 19 December 2016 at 08:31, Oz Adi
Damn Vex, just found out that you can replace your whole first part by
matrix3 m = maketransform(@N,{0,1,0});
@orient = quaternion(m);
The normal SOP isn't needed too seems houdini calculate it under the hood...
Thanks Olivier
On 13 March 2017 at 21:27, Jonathan Moore
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