Electra Rig H20.5
Film/TV

Learn how the Electra rig was created using pre-built rig components such as full body IK, multi-bone IK, IK/FK blending, reverse foot, spline, blend shapes, delta mush, look at constraints, and mapped constraints. To use these components joints on the character are tagged then the tags are used to place the components on the rig.

(2 responses)

CREATED BY

ESTHER TRILSCH

Esther Trilsch is a Senior Character TD at SideFX. She started her career as a character TD apprentice at Walt Disney Animation Studios working on Zootopia, and worked at RiseFX as a Character Supervisor and Pipeline TD. Combining her focus for both the creative side of anatomy and deformation, as well as the technical side of RnD, she found her sweet spot in the building of innovative structures and tools for character workflows.

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COMMENTS

  • youngzo34 5 months ago  | 

    Crashes On Load

  • youngzo34 5 months ago  | 

    Got it to working sorry.. Turned out i was unable to run 2 houdini sessions at once

  • remyrylan 4 months, 3 weeks ago  | 

    Thank you for posting this! I'm confused about the following potential issues when trying to learn from the project to apply it to my own rig:

    1. At `node obj/geo1/electra/set_shape4` the points listed for that group are 55-62, yet there are only 53 points in the entire skeleton.

    2. At `node obj/geo1/electra/set_orientations the groups specificed` are `@name=L_Foot_Tilt_b @name=L_Foot_Tilt_a @name=L_Foot_Heel @name=L_Foot_toe_l @name=R_Foot_Tilt_b @name=R_Foot_Tilt_a @name=R_Foot_Heel @name=R_Foot_toe_r`, but the points in the skeleton do not follow that naming convention. Everything is named with the side lowercased as a suffix instead of an uppercase prefix, such as `upperarm_l`, `hand_l`, `lowerarm_r` and so on.

    Is there something I am overlooking here or are those nodes incorrect?

    • CGToast 3 months, 4 weeks ago  | 

      Hi! Could you please help me on how to find the specified joints in point #2? I can't seem to find them too, and using the rig pose node like you described below isn't helping either. Thanks a lot.

  • remyrylan 4 months, 3 weeks ago  | 

    Disregard point #2 I made up there, I figured that one out by dropping a Rig Pose node and investigating. Point #1 is still a mystery though.

  • anon_user_86835697 4 months, 1 week ago  | 

    Just wanted to say that this rig has problems that the test geometry electra doesn't. In scene animate the mirroring doesn't work correctly

    • rmagee 4 months, 1 week ago  | 

      We just updated a new one.

  • anon_user_86835697 4 months, 1 week ago  | 

    I'm still having the same problem with mirroring. example when i select a left leg on the test geometry electra and mirror it tle right leg gets into a mirrored postion . when i do it on this one the left leg snaps on the other side where ther right leg is.

  • MatijaK 4 weeks, 1 day ago  | 

    i dig up a little bit and the Mirror with plane or mirror Default works only with the naming convention where the affected controls ends with _l or _r (not at start or middle fo the name) . that is why the multiik dose not produce mirrorable controls as the names don't end with l or r .

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