Hi, looks like you are getting popping because the mainaxis parm for the strech is set to X, it should be set to the axis that faces down the bone. In most cases this would be Z.
That should fix it.
Found 19 posts.
Search results Show results as topic list.
Rigging » Flipping and Popping IK in Apex
- william_harley
- 20 posts
- Offline
Rigging » Skeleton Blend for Blendshapes in APEX
- william_harley
- 20 posts
- Offline
Max Rose
I've attached another way of going about it, based on Will's Chicken and Lucha rigs.
@william_harley what I'm using here is the blendshape method, where you treat the points like geometry and while looping through each joint. Is there a benefit to using the skeleton blend over the blendshape node?
Technically the skeleton blend is pretty much doing exactly what I was doing in the chicken and luchador setup. The big difference is the pre setup. With the skeleton blend you don't have to worry about managing the skeletons like I did, you can simply add them to the folders and plug them in and it will work.
Whats nice about apex, is that you are not limited to using specific tools to achieve a task. You should feel free to get creative with building your setups. I do think some tools are better for specific tasks, and the skeleton blend has been developed specifically for this and should preform better.
Rigging » Skeleton Blend for Blendshapes in APEX
- william_harley
- 20 posts
- Offline
Hi there, here is a file showing how to set up skeleton blendshapes in apex.
hope this helps.
I have just done this in a simple edit graph, so you can get a better idea of what it needs to look like.
hope this helps.
I have just done this in a simple edit graph, so you can get a better idea of what it needs to look like.
Edited by william_harley - April 30, 2024 05:29:31
Rigging » APEX linking Control Visibility
- william_harley
- 20 posts
- Offline
0chumpywilliam_harleyok small price to pay, btw thanks for the chicken really helpful, especially the pose library setup. RFE sent.
Hi, dynamically changing the visibility of the controls are not supported yet. please RFE.
No problem, Im glad you found it useful.
Rigging » APEX linking Control Visibility
- william_harley
- 20 posts
- Offline
Hi, dynamically changing the visibility of the controls are not supported yet. please RFE.
Rigging » Gimbal Rotation order in Apex
- william_harley
- 20 posts
- Offline
xmaniac3dHi, you can have a look at the lucha and chicken example file, I have made a rord component that you can use to set the rotation order of your joints. I also explain briefly how it works it in the lucha and chicken masterclass.
Hi. some one knows how can i change the rotation order in apex to avoid gimbal lock? i cant find it. in kinefx is easy but in apex cant find it.
thanks for your help
you can also add xord to the setup if you want to change the transform orders.
Technical Discussion » Learning APEX but unable to select control geometry
- william_harley
- 20 posts
- Offline
Hi there,
you have to set the configure controls to use guides. you will see there is a use guides parameter, set that to 1
you have to set the configure controls to use guides. you will see there is a use guides parameter, set that to 1
Rigging » APEX Set Point Transforms Question
- william_harley
- 20 posts
- Offline
Hi CYTE,
Basically you have to connect the output xform of the parent TransformObject to the input xform of the child TransformObject.
If you want to child to keep its position when constraining you have to compute the local transform between the parent and child and add that offset beween them.
here is a scene file explaining how to set it up.
Basically you have to connect the output xform of the parent TransformObject to the input xform of the child TransformObject.
If you want to child to keep its position when constraining you have to compute the local transform between the parent and child and add that offset beween them.
here is a scene file explaining how to set it up.
Rigging » [KineFX] blendshapes reducing performance a lot
- william_harley
- 20 posts
- Offline
Hi Freank,
would love to see the scene file.
here are a couple of discord channels you can check out
Houdini Academy:
https://discord.gg/wkkkc8B5 [discord.gg]
Think Procedural:
https://t.co/a5WBmuO0h5 [t.co]
would love to see the scene file.
here are a couple of discord channels you can check out
Houdini Academy:
https://discord.gg/wkkkc8B5 [discord.gg]
Think Procedural:
https://t.co/a5WBmuO0h5 [t.co]
Rigging » APEX Set Point Transforms Question
- william_harley
- 20 posts
- Offline
Hi Cyte, here is an example of how to do it.
I have left some notes in there, hopefully it helps
I have left some notes in there, hopefully it helps
Rigging » [Apex Graph] transformobject-node issue with rotation
- william_harley
- 20 posts
- Offline
Fraenkyour safest bet at the moment would be to use the parameters directly. you are getting the raw parameter data.
Thank you very much for the fast reply and after converting the rotation-outputs to radians -> multiplying with the gear-ratio and converting back from rad to deg all is fine. I could of course simply connect the xyz-rotation-channels directly, but when you gonna multiply it with a value you are facing those pops (at least I did). Anyway ... maybe I did something else wrong.
Your apex-anim-scene-debug wrapper sounds exactly what I was looking for. Thank you VERY much again, I'll test it out asap!
All the best!
here I have set up a basic gear system just using the parameters.
Rigging » Access blend shapes using apex
- william_harley
- 20 posts
- Offline
Hi, sorry for the delayed reply.
I have included normal mesh based blendshapes in the pillow example file.
here: https://www.sidefx.com/contentlibrary/apex-pillow/ [www.sidefx.com]
Corrective blendshapes will take more setup time at the moment, but essentially you would be using
the Transform Objects parameter values to drive the blendshapes. so instead of using an abstract control, you can fit and clamp
the values from say, the rotation of a joint to drive a corrective.
I have included normal mesh based blendshapes in the pillow example file.
here: https://www.sidefx.com/contentlibrary/apex-pillow/ [www.sidefx.com]
Corrective blendshapes will take more setup time at the moment, but essentially you would be using
the Transform Objects parameter values to drive the blendshapes. so instead of using an abstract control, you can fit and clamp
the values from say, the rotation of a joint to drive a corrective.
Rigging » Two identical APEX Graphs have different behavior
- william_harley
- 20 posts
- Offline
tamte
wouldn't it be better if the errors were on by default
I think the reason for it being off by default is for performance reasons, once you start stacking them up in the rig you will start to see the difference.
kodra
1. Apex Edit Graph doesn't have "report as warnings" option
sorry you are right, Im getting ahead of myself. hopefully this will be added in the new year.
kodra
2. Apex Invoke Graph does.
you can add the invokegraph node, set the output and then you should be able to see the errors.
just make sure you have the latest build.
Rigging » Two identical APEX Graphs have different behavior
- william_harley
- 20 posts
- Offline
kodra
I reported both.
At this point I think the lack of error feedback is a huge issue. Even you made an 100% invalid graph (for example one with a cyclic dependency), it sometimes still just fails silently.tamte
while I haven't used it I'd assume it works the same way as attributes and guesses the type from the value
so if you set it to 1 it's gonna be int, for float you have to use 1.0, but that's just my guess
Yes it does. I don't think this is too unreasonable to assume a type, but the fact once it's set it can't be changed with Apex Edit Graph is definitely unreasonable.
You can set the error handling on the apex edit graph node to "report as warnings", this will handle most errors and give you a discription of the error when you middle click on the node, it doesn't give you an error if you
have the incorrect data type though, which it should definitely do.
you can however change it in the graph by adding a float value node and plugging it into the blend.
Rigging » Access blend shapes using apex
- william_harley
- 20 posts
- Offline
Will add an example to the content library soon.
Edited by william_harley - Nov. 18, 2023 15:03:50
Rigging » Access blend shapes using apex
- william_harley
- 20 posts
- Offline
I have yes, have a look at the content library.In the lucha and chicken demo file Im using blendshapes to drive the face joints on both characters. Its a little more complicated in that it computes the local transform on the joints and sets the blend on the skeleton , but you could edit it to work for normal blendshapes.
Rigging » Content Library Rigs
- william_harley
- 20 posts
- Offline
JacquesfI so sorry if that was misleading, It was set up this way to show what a more complex rigging env looks like vs a clean animation env.Mirko Jankovic
I\ve downloaded again, I do see Lucha as well now but nothing is animated, seems like animation graphs are not loaded?
Are they animated in this example at all or just setup for animation?
They said the scene do not actually containt any animation
Rigging » Content Library Rigs
- william_harley
- 20 posts
- Offline
bryanebentleycgs
I have also looked at this and it looks amazing there are a few things that are baffling me tho.
1. What is the red "load tools" python node near the top of the rigging stack doing?
2. In the rigging section, were is the raw data for all the stash nodes that are driving the functionality of most of the rig past the fkrig setup component
3. Why doesn't the geom deform with the scene animate at the end of the rigging stage, but deforms in the animation stage, when both are using a scene animate and invoke node.
Sorry if these are obvious, but i am coming from rigging in maya so it'll take some time to get used to the whole deferred calculation paradigm.
This system is both exciting, confusing, and terrifying all at the same time. lol
I look forward to hearing from you.
Cheers,
B
1) The Lucha rig has a couple of Subgraphs/Apex_hda's that I set up for this project to keep the network clean. The Python node will load the subgraphs that are in the apexgraph folder in your $home or $hip dir.
2) select the stash and then open a apex network view pane. That is how you edit the contents of the stash, and how I made these components.
3)on the scene animate in the rigging stage its just in rest pose, In the animation section I set up a simple pose, you can reset the pose on the scene animate using reset all. If this is what you mean?
Rigging » Rig Pose node scales skeleton in H20, but didn't in 19.5
- william_harley
- 20 posts
- Offline
-
- Quick Links