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Rigging » [APEX] Can animated characters be recycled?

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Vivis
11 posts
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 July 17, 2024 21:21:47
I solved it by using the new fktransform with Guides.skel as output.

At first I was confused because I wasn't getting the output I wanted, but after changing the skeleton of the source to Guides.skel, I got the desired result.



Thank you so much William. I have a better understanding of APEX.
Kodra and MaxRose, thank you so much for your answers as well.
Edited by Vivis - July 17, 2024 21:22:10
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Rigging » [APEX] Can animated characters be recycled?

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Vivis
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 July 17, 2024 02:50:22
Okay, so I'm almost ready with the initial setup for my character.

I set up the existing skull geometry using APEX and then used Scene Animate to re-proportion the whole thing, as shown in the image below.



Would it be possible to re-initialise and configure APEX with these changed joints and geometry?
I would like to extract the geometry of the joints that have changed since this scene animate.

In fact, at this point, it's probably better to just use a skeleton node to set it up again for the changed geometry, but I was hoping there was a more procedural way to do it.

I've used "APEX Scene Invoke" to get the geometry and original skeleton, but I'm not sure how to extract the Guides.skel.
Edited by Vivis - July 17, 2024 03:12:45
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Rigging » How to control multiple bones in the Base.skel with Guide

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Vivis
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 July 14, 2024 23:23:36
I really didn't know anything about APEX, and now I understand it a little bit better. Thank you, and I really appreciate the examples.
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Rigging » How to control multiple bones in the Base.skel with Guide

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Vivis
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 July 14, 2024 22:32:29
I'm trying to control this with a generic 3D controller based on real arm bones.
Here are the actual bones. And I created the joints here based on the actual bone names.


This is the "Base.skel".


And I created a separate joint for Guide.



Now I want to merge this with the previous bone(Base.skel) and send it to the autorig component.

In this process, I want the elbow guide joint to control the ulna and radius as if they were real bones moving.
I want to use parent constraints and aim constraints like I did in Maya, so should I set up the joints in Base.skel with rig attribute VOP before putting it into the pack folder as shown below?
(I tried to set up with rig attribute VOP but if failed, I think I need to study this a bit more.)


Is there any way to connect this from the autorig component side, especially with the APEX SCRIPT that came out in 20.5?
I'm looking for advice if there is a good way to go about this solution.

For now, I'll upload the file that failed as a sample. (I was working with an indie version of Houdini 20.5.)
Edited by Vivis - July 14, 2024 22:33:14
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Rigging » Rigging the spine with APEX (using curves)

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Vivis
11 posts
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 July 6, 2024 08:02:35
Oh William. This was just the answer really I wanted, thank you so much!!!
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Rigging » Rigging the spine with APEX (using curves)

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Vivis
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 July 1, 2024 20:35:48
Hello Max Rose. Thank you very much for your kind reply.

I'm going to learn more about APEX and develop the rigging for human bones further. Thank you so much for your help.

I've also uploaded the relevant files you mentioned in your last comment. If you have a chance, I'd really appreciate it if you could check what's wrong.

Edited by Vivis - July 1, 2024 20:35:58
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Rigging » Rigging the spine with APEX (using curves)

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Vivis
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 June 19, 2024 09:07:06
Thank you, Rose.
The samples you posted are very helpful. Your YouTube tutorials have been very helpful to me, and here you are again, I really appreciate it.

I resampled the curve of the procedure spine I'm trying to create and made it 4 points and used the controls to get it somewhat close to what I wanted. It works fine. Great!

However, I don't seem to be able to control the curve as smoothly as I was able to in Maya before.



I initially utilized a bezier curve to create this spine, and this was done with a curve order of 4.


So when I changed the curve order to 4 for this Autorig's spine, I'm getting unwanted results.


I've looked at the apex network through the unpack folder, but I'm not sure how to control rig::SplineInterpolateTransforms.

I thought I could get the order of the curves by entering the tangent values of the bezier curves, but it didn't turn out the way I wanted.

Is there any other way to make it smoother?
How can I get the shape to come out right when using a curve order of 4?
Edited by Vivis - June 19, 2024 09:07:20
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Rigging » Rigging the spine with APEX (using curves)

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Vivis
11 posts
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 June 17, 2024 09:57:50
I am currently studying APEX to rig the human body.
Currently, I want to take a set of spines, put joints on each spine, and control these joints with spline-based controls.

I tried to use the "APEX Autorig Component" to use spines for this, but the curve deformation is too much and I think I need to find another way.

I'm thinking of using the APEX Edit Graph, but the barrier to entry is a bit high.
I would like to get some hints on rigging human vertebrae in APEX.
I want to control the Base.skel with controllers from the Guide.skel, as shown in the image below.

I used autorig's spine and the parameters are as follows.

Edited by Vivis - June 17, 2024 09:58:51
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HOULY Daily Challenge » Day 3 | Elements: Water

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Vivis
11 posts
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 July 3, 2020 23:48:05
HOULY2020
Day3 Water
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HOULY Daily Challenge » Day 2 | Elements: Wind

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Vivis
11 posts
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 July 2, 2020 19:08:17
Day 02 - wind
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HOULY Daily Challenge » Day 1 | Elements: Earth

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Vivis
11 posts
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 July 1, 2020 18:59:05
Toy Earth
Edited by Vivis - July 1, 2020 20:42:40
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