I've been looking to moving my rigging set up over to KineFX, but there's still a couple of things that seem strangely counter-intuitive. One of them is parenting the roots of IK chains.
In most any other programs, if you parents the roots of your IK chains (your L and R hip, for instance) to your pelvis, then move your pelvis up and down, the hips will move, the feet will say planted and everything in between will be driven by the IK chain. In KineFX, parenting the roots just moves the entire chain up and down, like in an FK rig.
You can get something like the usual pelvis behavior with the center of mass control in the full body IK, but it's not as precise as the traditional set-up. Ideally you'd have both in your rig.
I'm sure I could rig up a VOP with some offsets to drive the foot IK control counter to the movement of the pelvis, but I'm wondering if I'm missing something obvious.
Found 63 posts.
Search results Show results as topic list.
Technical Discussion » KineFX - parenting IK root
- made-by-geoff
- 63 posts
- Offline
Houdini Indie and Apprentice » KineFX FK\IK blend\match pose
- made-by-geoff
- 63 posts
- Offline
It's pretty easy to set up both ways (although I admit I haven't built the FK/IK match pose portion yet).
You can set up parallel chains to do a more traditional FK/IK blend:
Split your node tree so that you use the basic skeleton setup as your FK setup and use a side chain to set up IK controls. Then at the end use a skeleton blend node to blend between. This video has a good example of this:
https://www.youtube.com/watch?v=UJG7KH_RG1Y [www.youtube.com]
But, like Edward says above, you can also do a rig where after you've set up your IK chains and controls, you just append another rigpose node and now you have FK controls that you can use separately (without IK) or on top of (after the IK) for additional control.
Or you could have both set-ups in a single rig: Do an FK/IK blend set up with additional FK tweak controls after it.
Or you could create multiple HDA rigs for different setup and append one after the other.
KineFX is (by sideFX own admission) still a work in progress. It currently works better for retargeting, but the low level tools are all there for keyframing character animation. It's just a little less intuitive.
But the exciting things is that thinking about rigging as something procedural means you can start to build up the equivalents to animation layers by stacking various rigpose nodes or HDAs one after the other.
You can set up parallel chains to do a more traditional FK/IK blend:
Split your node tree so that you use the basic skeleton setup as your FK setup and use a side chain to set up IK controls. Then at the end use a skeleton blend node to blend between. This video has a good example of this:
https://www.youtube.com/watch?v=UJG7KH_RG1Y [www.youtube.com]
But, like Edward says above, you can also do a rig where after you've set up your IK chains and controls, you just append another rigpose node and now you have FK controls that you can use separately (without IK) or on top of (after the IK) for additional control.
Or you could have both set-ups in a single rig: Do an FK/IK blend set up with additional FK tweak controls after it.
Or you could create multiple HDA rigs for different setup and append one after the other.
KineFX is (by sideFX own admission) still a work in progress. It currently works better for retargeting, but the low level tools are all there for keyframing character animation. It's just a little less intuitive.
But the exciting things is that thinking about rigging as something procedural means you can start to build up the equivalents to animation layers by stacking various rigpose nodes or HDAs one after the other.
PDG/TOPs » Batching/wedging failure with Redshift
- made-by-geoff
- 63 posts
- Offline
Just an update: as of Houdini 17.5.293 and Redshift 2.6.43. This now appears to be working. The VM_picture has been added to Redshift and the ROP Fetch seems to work without the custom Output Parm Name.
-
- Quick Links