I am a Softimage rigger trying to transfer my skills to Houdini. I have read animation and rigging tutorials and also read Jordi's rigging transition guide.
However, I still consider myself very new to this software and am struggling with some concepts.
My first question to this forum would be to know what would be your workflow to write a custom kinematic solver (similar to ICE Kinematics).
For example, I tried to write a custom IK solver as an exercise. I considered using a chop network, in which I wanted to do a vopchop to do the math I could not do at chop level. But I could not figure out how to pass inputs and outputs.
After some research on the Internet, it looked like the approach would be to create a geometry in which I would “object merge” my inputs (Chain root, Up Vector, Effector), then pass those to a vopsop and do the math there. I succeeded building my solver that way, but I am really not sure this is the good way of doing it. I find it very strange to “object merge” my control objects to gather their point positions “P” from their child geometry. How could I gather their whole transform (scaling, rotation, translation). Also, how should I deal with more than 4 control objects fed to my vopsop which seems limited in the number of inputs?
Bascically I am looking for the best way to get objects transforms, do some math with them and then output tranforms to other objects. This would let me write my own constraints and solvers.
Thanks in advance for any advice on that subject