Sriharsha Gowtham
playboy241994
About Me
I animate characters using Houdini
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LOCATION
Hyderabad,
India
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Houdini Skills
Availability
Not Specified
Recent Forum Posts
Skeleton Blend for Blendshapes in APEX April 30, 2024, 6:31 a.m.
A Million Thanks to William for helping out.............You're the GOAT.....
Skeleton Blend for Blendshapes in APEX April 25, 2024, 6:34 p.m.
I've been tinkering with APEX a lot lately.
With kind help from many people, i've created the following setup:
till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.
Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.
Then i create Auto rig component with 'FK Transform'
Then i create Auto rig component with 'Bone deform' node
now i connect 'unpack folder'. then 'edit graph'
in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel
***** i dont know what to do next****
i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......
i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.
Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'
i don't know how to replicate it in APEX.
I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.
With kind help from many people, i've created the following setup:
till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.
Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.
Then i create Auto rig component with 'FK Transform'
Then i create Auto rig component with 'Bone deform' node
now i connect 'unpack folder'. then 'edit graph'
in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel
***** i dont know what to do next****
i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......
i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.
Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'
i don't know how to replicate it in APEX.
I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.