Augmenting FBX animation using KineFX (and CHOPs?)

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I'm still digging around in KineFX but have yet to stumble across how to do this--I have an animated FBX, and I would like to make the animation "looser"/more exaggerated. Secondary Motion doesn't do it because I'm trying to modify the primary motion. I feel like CHOPs might be the answer--I think a spring CHOP would do a lot of what I'm looking for (if the .fbx animation throws his arm a little I want him to throw it a lot--to flail!). I've just yet to find a way to get my motion clip into CHOPs. I'm having some early promising RND results just animating a "rigged" line using rig pose and applying a spring CHOP to individual joints, but I've not yet figured how to get that to happen with the .fbx's animation. (I've also tried transforming the motion trail after a motion clip extract, but didn't have luck there.)

Any pointers are appreciated, and I'm happy to go through an hour long KineFX class if the answer is five minutes in the middle--I'm still learning KineFX and am happy to be taught how to fish.

Thanks!


ADDENDUM: I had another thought that might be possible, but I'm not sure how to implement it--since joint movement is all rotation, I can calculate angular velocity using the point velocity node and then multiply that in a wrangle, but I'm not sure how I would then apply that back to the joints. A solver, perhaps?
Edited by bentway23 - March 3, 2026 07:53:51
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You can bake an existing animation into a RigPose's multiparms with it's bake dialogue (the topmost button on RigPose). But I don't think it'd be easy to use CHOP to modify an animation except for very simple skeleton.
Edited by raincole - March 3, 2026 00:21:57
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