APEX passing Hscript variables as Parms to a rig?
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- dayton_busse
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- 11 posts
- Joined: June 2022
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Hi! I’m still trying to wrap my head around APEX. I have a character I’ve rigged, and I’ve also promoted a few float input parms in my rig graph, and I’d like to pass them channels like ($T, $FPS, etc.) by the time the animator has it in the animate state. These are scene dependent variables, so I need someway to pass these to the rig after the animator has imported the apex rig into their scene. Is there someway to pass maybe a partial parms dictionary to the graph before it’s invoked?
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- dayton_busse
- Member
- 11 posts
- Joined: June 2022
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I have found a way to get what I want! If anyone discovers a better or more accepted way in the future, let me know, but this is what I did for anyone that's interested in sampling $F, $T or time into their APEX graph:
-promote your "time" parm in your rig and finish off your rig
-add your character to your apex scene
-drop down an APEX Scene add animation SOP
-pipe in your scene to input1, and an "attribute adjust dictionary" into input2
- in the detail dictionary attribute SOP (attribute called "parms"), add a new entry, name it the name of your "time" or custom parm input on your rig. Make the value a float=$F or $T or whatever
- on the sceneAddAnimation node, change input type to "animation parms" with a custom frame range. MAKE SURE you have specified the character you are applying this to at the top
- DONE. Your time parm is now animated, and will be piped through your rig in whatever logic you have defined for it to flow through
Hopefully this helps someone!!!
-promote your "time" parm in your rig and finish off your rig
-add your character to your apex scene
-drop down an APEX Scene add animation SOP
-pipe in your scene to input1, and an "attribute adjust dictionary" into input2
- in the detail dictionary attribute SOP (attribute called "parms"), add a new entry, name it the name of your "time" or custom parm input on your rig. Make the value a float=$F or $T or whatever
- on the sceneAddAnimation node, change input type to "animation parms" with a custom frame range. MAKE SURE you have specified the character you are applying this to at the top
- DONE. Your time parm is now animated, and will be piped through your rig in whatever logic you have defined for it to flow through
Hopefully this helps someone!!!
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- mitaka
- Member
- 9 posts
- Joined: Oct. 2016
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