As an animator I am very interested in the new h16 autorig functionality. My first difficulties have fortunately been addressed and answered in other threads. Right now I encounter strange behaviour in the IK/FK switching of the generated rig. As follows:
Say for the leg, if I pose it through FK and then hit the ‘match IK to FK’-button, the IK controls for the leg itself indeed lign up with the new pose. The IK-foot controls however stay put in their original position, which is within my flow very awkward (did I hear myself say ‘unwanted’?)
After this switch there has been created an offset between the foot IK-controller and the deformation skeleton foot itself which is not resolved until I zero out all values within the .hda regarding the leg and foot
The same seems to apply to the arm and hand controls
Maybe I can dive into the unlocked .hda and switch/alter stuff but it feels more as something (yet) incomplete. Does anyone else encounter this or maybe has a solution?
Indeed, I also still encounter it after updating Houdini to the latest build. This bug renders this new feature de facto unusable.
This leads to asking if the autorig is meant to be used in professional environments or if it's more a sort of experimental train of thought, not to be taken seriously (yet)?
alexsomma Great! I'm really hoping the auto rigger will get all the bells and wistles it should have
please do add any RFE's you can think of that would be useful, either from a rigging or animation POV. Having a tracked list of feature requests is really helpful
goldfarb please do add any RFE's you can think of that would be useful, either from a rigging or animation POV. Having a tracked list of feature requests is really helpful
Hi Michael, Ive recently started experimenting with rigging and animation in Maya and I found this free auto-rigging plugin - Advanced Skeleton. I was astounded by its versatility and power. You might already know about it. Of course, we'll keep filling RFEs.