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Rigging » Scaling Two Bone IK
- edward
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Could you please log a bug with your hip file? Offhand, the only workaround I can see is taking out the scales (in world space) doing the IK and then reapplying the scales again. If you're in APEX, you could try TwoBoneIKSmooth instead but I'd suspect that it would have the same issue.
Rigging » FBIK restrictions?
- edward
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Is it possible to get your scene file or perhaps you could log it as a bug? It should be reporting the error.
Rigging » FBIK restrictions?
- edward
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Just saw this now. Yeah, for these things if you're using APEX Edit Graph, I always turn on the option to report errors as warnings and check the MMB info on it.
Animation » How do I cancel an animation in Apex?
- edward
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Rigging » Will the next version of APEX have more convenient features?
- edward
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Error handling work is still pending on the TODO list. I'd need to think about how to accommodate something like this in the future because it requires cooking the entire graph to be able to provide them. If don't mind, please log an RFE for this.
Rigging » debug apex component script?
- edward
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patar
speaking about Max Rose tutorial on the "abstract control", he promoted the x parameter by connecting it to parms so that it can be accessed by scene animate right... how do i do this via apex component (using the second input)
There are the graph:: callbacks for this like graph::PromoteInput. For some examples, you can always check out the existing autorig component graphs to see how they're done.
Rigging » Will the next version of APEX have more convenient features?
- edward
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Rigging » debug apex component script?
- edward
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I replied in the other thread [www.sidefx.com] so hopefully some of this stuff is making more sense. The Max Rose APEX tutorials [www.youtube.com] might be easier to follow in the mean time if you've been just looking at the masterclass.
I think some of the confusion is that the color for those "character" ports are all the same because they're GEOMETRY. But in APEX, geometry can mean many things: the packed character geometry, the character skin geometry, the skeleton geometry, the rig graph geometry etc.
In terms of debugging the autorig component scripts:
- An Unpack Folder SOP is useful as you already know to extract out the modified parts of the character
- The APEX Autorig Component's second output gives you component that is actually being applied (to check out the built-in components)
- You can enter the viewport state for the APEX Autorig Component to test out how the character is behaving so far. Note that it won't save any animation that you do right now though but it's enough check out how the rig is working.
- I think the Max Rose tutorials has built a mini HDA to help debugging some of this stuff as well but my memory if foggy here, I might confusing with the APEX masterclass.
I think some of the confusion is that the color for those "character" ports are all the same because they're GEOMETRY. But in APEX, geometry can mean many things: the packed character geometry, the character skin geometry, the skeleton geometry, the rig graph geometry etc.
In terms of debugging the autorig component scripts:
- An Unpack Folder SOP is useful as you already know to extract out the modified parts of the character
- The APEX Autorig Component's second output gives you component that is actually being applied (to check out the built-in components)
- You can enter the viewport state for the APEX Autorig Component to test out how the character is behaving so far. Note that it won't save any animation that you do right now though but it's enough check out how the rig is working.
- I think the Max Rose tutorials has built a mini HDA to help debugging some of this stuff as well but my memory if foggy here, I might confusing with the APEX masterclass.
Edited by edward - March 2, 2024 22:10:56
Rigging » add joint skeleton via apex edit graph script
- edward
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I think you're missing some pieces here. The "character" geometry is the entire packed folder geometry.
ExtractCharacterGraph extracts out a "graph" (aka "rig") from the "character" input and just pipes it pack out for convenience so that you can chain things along. ExtractCharacterGraph isn't modifying the "character" at all.
Adding a joint to the character geometry is basically trying to add a joint to the geometry of your "packfolder1" SOP. That clearly cannot work. You can use the FindCharacterElement and UpdateCharacterElement nodes to unpack the skeleton, manipulate it, and then put it back in. If you dive inside these nodes (which are actually subgraphs), you'll see that they're just convenience wrappers on top of sop::unpackfolder and sop::packfolder. In any case, I built a very basic example in the attached hip file (saved in Houdini 20.0.634). In practice, you might be looking to do more of course, but hope that helps!
ExtractCharacterGraph extracts out a "graph" (aka "rig") from the "character" input and just pipes it pack out for convenience so that you can chain things along. ExtractCharacterGraph isn't modifying the "character" at all.
Adding a joint to the character geometry is basically trying to add a joint to the geometry of your "packfolder1" SOP. That clearly cannot work. You can use the FindCharacterElement and UpdateCharacterElement nodes to unpack the skeleton, manipulate it, and then put it back in. If you dive inside these nodes (which are actually subgraphs), you'll see that they're just convenience wrappers on top of sop::unpackfolder and sop::packfolder. In any case, I built a very basic example in the attached hip file (saved in Houdini 20.0.634). In practice, you might be looking to do more of course, but hope that helps!
Edited by edward - March 2, 2024 21:40:58
Technical Discussion » Full Body IK solve flipping on one frame - please help
- edward
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It's hard to say without looking at the actual file. It might be the way the mapping is done, leading to over constraining or some other solver issue. As a first cut, try turning on Root Constraint and picking something suitable. But I'm not sure that would fix it in this case.
Technical Discussion » ARM build of Houdini ?
- edward
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Rigging » add joint skeleton via apex edit graph script
- edward
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I'm not sure what you mean by "graph script" since the APEX Edit Graph SOP doesn't support scripting? In APEX, you should be able to modify a skeleton using the skel:: nodes like skel::AddJoint and then wire it in using skel::SetParent(s)
Rigging » KineFX - RigDoctor does not respect point order
- edward
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I'm not sure what you mean by incorrect vertex order? For a skeleton, the primary thing of importance is the parent-child relationship. I wouldn't try to depend on the order between siblings.
Rigging » Will the next version of APEX have more convenient features?
- edward
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Dropdown menus where and for what purpose? The need for more tutorials is very well understood but we're holding off a little bit as we refine the feature set or else they will quickly go out of date. One thing for sure is adding a lot more auto rigging components so that simplify building common rigs.
Rigging » Renaming Joints and Capture Layer Paint Issue...
- edward
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Rigging » APEX Curve Solver?
- edward
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Not yet, but it's right up next on the TODO list to look at the *Spline* callbacks. If there's no bug/RFE logged, please make sure you put them in.
Rigging » Renaming Joints and Capture Layer Paint Issue...
- edward
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Leave the old network into the CPL unchanged. Append an Attribute String Edit SOP to it and use it to modify the "boneCapture" POINT attribute with your rename. And then downstream of this, use your new skeleton.
Technical Discussion » Python - node.path() - In documentation
- edward
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In olden days, I would search for it like "node absolute path" in the docs or in google. These days, you can ask the LLMs for it like Chat GPT or in this case, Gemini:
Edited by edward - Feb. 25, 2024 10:19:11
Technical Discussion » Enhancing Houdini Muscle to match Ziva Muscle result
- edward
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It's hard to say with a video alone. As Houdini's muscle system is based on Vellum, you might need to tweak the solver settings to have enough iterations. Or there could be some other set up issue. I think it's best to post a hip file if you can.
Technical Discussion » Tetrahedralize: why it's deprecated
- edward
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Tetrahedralize by itself isn't very robust and can fail in some surprisingly simple situations. Tet Conform does a whole bunch of extra stuff around to make it more robust.
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