Building a KineFX Rig from scratch (in Vex)

   1682   2   3
User Avatar
Member
603 posts
Joined: July 2013
Offline
Having read and re-read the KineFX Docs, I'm not sure exactly what attributes constitute a valid KineFX rig - what is required vs what is optional?

I'm really interested in procedural rigging, but need a good foundational understanding of what attributes Houdini needs, so that Houdini can “see” a valid KineFX rig.

Points connected with Polygons is the starting point, but, is it then:?

Point Attributes
name {unique string}
local transform {4x4 matrix}
(global) transform {3x3 matrix}

Vertex Attributes
vertex:point list

Primitive Attributes
vertex list

Detail Attributes
{skeleton sop creates a varmap here, is that required?}

Thanks.
Edited by TwinSnakes007 - Oct. 20, 2020 18:02:26
Houdini Indie
Karma/Redshift 3D
User Avatar
Member
7714 posts
Joined: July 2005
Offline
It can vary a bit with the tools but I consider the minimum as s@name and 3@transform point attributes.
User Avatar
Member
603 posts
Joined: July 2013
Offline
https://vimeo.com/471441479 [vimeo.com]
Houdini Indie
Karma/Redshift 3D
  • Quick Links