Electra Rig
Film/TV , Gamedev

Learn how the Electra character was set up using the APEX rigging tools. This scene file shows you the basics of organizing character elements, using and creating reusable rig components and assembling animator-friendly scenes. There are also nodes for creating Locators and a Reverse Foot Setup.

This file was shown as part of the H20 Rigging HIVE presentation by Esther Trilsch.

This file shows you how to rig the Electra character. If you are an animator that wants to learn how to Pose and Keyframe the Electra test geometry then go to the following LESSON.

(4 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.

More from Esther Trilsch

COMMENTS

  • eddishin 6 months, 2 weeks ago  | 

    Thank you, Esther Trilsch.

  • Max Rose 6 months, 1 week ago  | 

    Super helpful, cheers!

  • sboris 6 months, 1 week ago  | 

    Thx Esther for your efforts.
    Are you secretly Electra?? lol

  • mushogenshin 6 months, 1 week ago  | 

    Hi Esther, thanks a lot for your efforts! I saw two stashed component scripts (for the locator and reversefoot) which I cannot seem to crack open to see the implementation details. I'd like to examine more closely what you did in those setups. Could you please kindly help?

    Cheers,

  • mushogenshin 6 months, 1 week ago  | 

    Ah, silly me, I found it! They are all visible in the APEX Network View. Many thanks, again!

  • esttri 6 months, 1 week ago  | 

    ha yes, since graphs are in the end just geometry to can directly edit that geometry on a stash SOPs or even better on the APEX Edit Graph SOP

  • iamjaden 6 months ago  | 

    I wonder what the prefered workflow from Apex to Unreal would be? Do you have any suggestions @Esttri? Thank you very much for your effort! Regards, Philipp.

  • sutcliffe 5 months ago  | 

    Mushogenshin - I tried to decipher how the reverse foot rig worked by adding an unpack folder and checking the APEX Network but that seemed to show the Network for the whole rig. Is there a way to just quickly see the relevant nodes for the just reverse foot rig?

  • patar 1 month, 2 weeks ago  | 

    hi , i think the reverse foot part is broken on the newer build of houdini can you guys check?

  • patar 1 month, 2 weeks ago  | 

    also how can u even considered this as already rigged? theres no ikfk blend on foot and hand? i know that theres helper locator to achieve a more similiar effect of FK on the hand . but the animation doesnt create an arc like fk would.... it creates straight line. to rig the character u have to check with your animator is the rig suffice or not. are they happy and easy to animate or not. its terrible to animate only in ik... or only in fk ...thats why it needs to blend between ik fk. maybe look at how other people rig in their own software, and try to apply this in houdini. the rigger cant decide the rig is good enough by their own, much like the cook doesnt get to decide if their food is edible or not.. check with the animators.. as the cook ask opinion from whom eating their dishes. please do a better example of a finished rig

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