Pose difference on skeleton in APEX

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HEY.Does anyone know how to do something like a KineFX pose difference in APEX on the skeleton geometry?
My use case is that sometimes IK/FK blending introduces slight pose differences, which causes a noticeable pop when switching between the two. I'm looking for a way to smooth or correct this within APEX.

Thanks
Edited by MatijaK - April 11, 2025 06:09:38

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The only method I see that could work so far is to initialise the stashed skeleton similarly to how we initialise the FK joints, and then calculate the difference per joint — but it feels a bit convoluted.
Is there a cleaner or more straightforward way to handle this in APEX?
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are you after something like this?



having only a matrix multiplication with the pre calculated offset is even cheaper. And fast rigs make the animator a lot more happy It allosw partial evaluation to kick in better and only update tha matrices it needs.



I would definitely not recommend to have stashes in your rig, that can easiliy slow things down! If you really want to read from geometry then add the Geo as an input to your rig, that will be always a lot faster and also a lot easier to maintain than the stash.
Edited by esttri - May 13, 2025 17:37:49

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