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.
COMMENTS
youngzo34 2 weeks, 1 day ago |
Crashes On Load
youngzo34 2 weeks, 1 day ago |
Got it to working sorry.. Turned out i was unable to run 2 houdini sessions at once
remyrylan 5 days 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?
remyrylan 4 days, 8 hours 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.
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