Asking the experts about Apex's ifbegin issue

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Really feel embarrassed, recently I’ve been asking the most questions on the forum, probably because I’m the dumbest.

I made a small scene and want A to move toward B by one unit, like 0.1cm or so. When reaching a set distance condition, B would move or rotate.

I know Apex has ifbegin, but I’ve been messing around for a long time and still don’t know how to use it properly.

Oh, I’m a bit of a dummy, so I’m coming to ask you guys!

It would be great if you can provide a file.

Thanks, everyone.

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Is this news true? Real-time animation from skeleton will appear in the next version? Can't wait!

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Houdini 22.0.428, you can search and it can automatically zoom to the center

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Houdini 22.0.429 and later versions seem to have removed this feature. If there are a lot of nodes, it's hard to find the target node you need.

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guoli
Houdini 22.0.429 and later versions seem to have removed this feature. If there are a lot of nodes, it's hard to find the target node you need.

Yeah, this is bugged. I was running into the same issue and just submitted a bug report.
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Really feel embarrassed, recently I’ve been asking the most questions on the forum, probably because I’m the dumbest.

I made a small scene and want A to move toward B by one unit, like 0.1cm or so. When reaching a set distance condition, B would move or rotate.

I know Apex has ifbegin, but I’ve been messing around for a long time and still don’t know how to use it properly.

Oh, I’m a bit of a dummy, so I’m coming to ask you guys!

It would be great if you can provide a file.

Thanks, everyone.

I wouldn't use an ifbegin for this particular task. Check out the attached example. You can use the local xform fit method(the method used in the file), or measure the distance between the 2 joints, or use the new set-driven key functionality.
Edited by AntonMoss - Sept. 15, 2026 20:04:53

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APEX__A_do_something_to_B_v001.hip (644.0 KB)
APEX__A_do_something_to_B_v001.gif (697.2 KB)

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guoli
Really feel embarrassed, recently I’ve been asking the most questions on the forum, probably because I’m the dumbest.

I made a small scene and want A to move toward B by one unit, like 0.1cm or so. When reaching a set distance condition, B would move or rotate.

I know Apex has ifbegin, but I’ve been messing around for a long time and still don’t know how to use it properly.

Oh, I’m a bit of a dummy, so I’m coming to ask you guys!

It would be great if you can provide a file.

Thanks, everyone.

I wouldn't use an ifbegin for this particular task. Check out the attached example. You can use the local xform fit method(the method used in the file), or measure the distance between the 2 joints, or use the new set-driven key functionality.
Image Not Found



牛逼!!Thanks, expert!
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AntonMoss
guoli
Really feel embarrassed, recently I’ve been asking the most questions on the forum, probably because I’m the dumbest.

I made a small scene and want A to move toward B by one unit, like 0.1cm or so. When reaching a set distance condition, B would move or rotate.

I know Apex has ifbegin, but I’ve been messing around for a long time and still don’t know how to use it properly.

Oh, I’m a bit of a dummy, so I’m coming to ask you guys!

It would be great if you can provide a file.

Thanks, everyone.

I wouldn't use an ifbegin for this particular task. Check out the attached example. You can use the local xform fit method(the method used in the file), or measure the distance between the 2 joints, or use the new set-driven key functionality.
Image Not Found



Also, have you noticed that set-driven key is too slow? In slightly more complex scenes, it can take 5 minutes to respond to a click, and the scene lags too.
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5 minutes to respond _everytime_? Can you share your file?
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edward
5 minutes to respond _everytime_? Can you share your file?

I'm not lying to you, it really exists. I recorded a video of the whole process for you to see. The file opened, but the operation wasn't smooth, so I spent quite a bit of time on this file. I still need to check with the person in charge before I can send you the document.

I guess it's because there are too many feather bones. If there weren't so many feather bones, some parts couldn't fully retract the feathers, like the wing feathers and tail feathers.




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It's really hard to tell where the bottleneck is in this case. I can't imagine the evaluation of the SetDrivenKeys rig to be that slow. Please log a bug with your file so that a developer can take a look. Offhand, I think that if you use "condensed" feather primitives it would be lighter for the viewport when you go to animate.
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