Houdini is well documented but proprietary and I will assume that they didn't set chat loose on their source.īut I also think this is all sort of burying the lead. I think I'll test it by asking it to generate a Houdini hda and see how far it gets, or if it just talks about it. It is I that would have to apply the license, and even then only if and when I chose to distribute the code.īut your point, I think I understand it, is interesting. Displaying source code in a web app does not meet the requirement. It can easily be imagined as the option of first resort.Īs for applying the license to its output, the license triggers when you link to your code, or in the case of Python, import, GPL'ed code. I don't know that answer to your first two questions, but the answer seems obvious: All open source licenses grant the right to observe, understand, improve, extend, and modify the source code. It's hard to extract a proper workflow from the thread because the informations are all over the place.Ĭould somebody please detail their working workflow to get the animation back properly into DAZ? So there is still a problem with the feet not zeroed to the floor in DAZ? Nice! Did you just unlock the rotation, location, and scale in the object properties of the character as a whole, or did you go to every bone and have to unlock each individual bone property individually? ![]() After doing that the animation looks almost the same in Blender and Daz (actually the same). This is needed if there are bone translations in the anim. ![]() Next, before import of the animation, select the figure and unlock all the properties on the figure. Save the animation after baking the keys. Firstly, I used Simple Rig because it keeps the bone names the same.
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