Mirko Jankovic
Am I the only one finding APEX way too complex and out of reach for animators and artists, focused entirely on hardcore riggers?
I kind of have to agree with this question. I've done a few mechanical rigs in the past with Blender, off-road motorcycle chassis in particular with long fork and swing-arm suspension travels, so I know a few things in that narrowly focused "mechanical rigging" direction.
I first heard of APEX about 2-3 years ago, and decided to try but the lack of documentation and educational material was too little, so I gave up immediately without even trying.
Two years after I came back and now I tried to rig a simple double-wishbone suspension in APEX and failed miserably. I think I spent a few days trying to figure out that I need to orient the joint correctly so that look-at constraint works as expected and does not flip captured geo. I think I watched 90 percent of Max Rose tutorials online, and some other ones. I still feel clueless. I don't know, maybe its age and lack of free time, but I am not able to do any rigging with APEX what-so-ever without probably investing my entire life into learning it inside-out. It feels like you are required to present a college degree with "A" grades on vector math, matrix multiplication and other related disciplines to be able to use this system. For now I have to pass on this once again, the entry bar is just too high for me.
I want to mention that I really enjoy working with Houdini in general and most of it feels logical and approachable. And I also don't doubt the sheer power of APEX system if used by a person who knows what he's doing.
Perhaps having more high-level tools with easier UI would help make it more approachable. Structured educational series that start with basic concepts and simple goals, explaining the reasons why certain nodes/functions are used. At least for me, I have to wait a few more years to try it again I guess... :/