Spider Rig
Film/TV

Custom Rig components can now be built using APEX Rigscript. For instance the animation of the legs on these spiders is automated using one of these scripts. APEX Script is similar to Python but acts as a code interface for the APEX graphs. Code snippets can now build the graphs for you.

(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

  • coccarolla 2 years ago  | 

    Can we also get the mechanical rig examples please?!

  • Fraenk 1 year, 8 months ago  | 

    How do you open this content? There is no .hip-file inside the .zip. Thank you!

    • Rawburnt 1 year, 6 months ago  | 

      Probably on a Mac? Just be sure to use The Unarchiver instead of the default Mac unzipper. Otherwise you get all kind of separate files.

  • phinnaeus 7 months, 1 week ago  | 

    Thanks for this Esther. Looks like the Python is broken in The Autorig Script Terrain Adapt node for Houdini 21 :(

    • AntonMoss 1 week, 6 days ago  | 

      Here's a fix in case anyone else runs into this issue. Replace the 'project curve' section:

      # project curve ---------------------------------------------------------------------------------------------------------
      # defines if we want our follow path to be adapted to the terrain as well or not
      if project_curve:
      path_nodes = graph.findNodes('%tag(path)')
      main_parent = path_nodes[0].getTransformParent()
      for p in path_nodes:
      p_name = p.name()
      path_col = graph.addSubnet(subnetname=f'{p_name}_coll2', contents=pathCollider)

      # we connect our path collision up and we insert it before our control spline for the follow path
      cache.icache_out.connect(path_col.cache_in)
      dst_ports = p.xform_out.connected() # call resolved on its own line
      outport = dst_ports[0] # plain array index on a variable
      p.xform_out.connect(path_col.current_xform_in)
      path_col.xform_out.connect(outport)
      main_parent.xform_out.connect(path_col.main_xform_in)

  • AntonMoss 1 week, 6 days ago  | 

    Here's a fix in case anyone else runs into this issue. Replace the 'project curve' section:
    # project curve ---------------------------------------------------------------------------------------------------------
    # defines if we want our follow path to be adapted to the terrain as well or not
    if project_curve:
    path_nodes = graph.findNodes('%tag(path)')
    main_parent = path_nodes[0].getTransformParent()
    for p in path_nodes:
    p_name = p.name()
    path_col = graph.addSubnet(subnetname=f'{p_name}_coll2', contents=pathCollider)

    # we connect our path collision up and we insert it before our control spline for the follow path
    cache.icache_out.connect(path_col.cache_in)
    dst_ports = p.xform_out.connected() # call resolved on its own line
    outport = dst_ports[0] # plain array index on a variable
    p.xform_out.connect(path_col.current_xform_in)
    path_col.xform_out.connect(outport)
    main_parent.xform_out.connect(path_col.main_xform_in)

  • AntonMoss 1 week, 6 days ago  | 

    Sorry for the spam, not sure how to format code in this post so here's a link to the script.
    <iframe src="https://pastebin.com/embed_iframe/scdrHxpW?theme=dark" style="border:none;width:100%"></iframe>

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