I got stuck in docs apex graphs by not seeing the torus in view port and can't figure out what im doing wrong.
Creating all by guide but just no packed geo.
to this point everything was fine
the skeleton joint names are set to joint_0, joint_1, and joint_2 in the Skeleton SOPI tried, I get point_0, point_1 etc
jens_martensson
I am stuck at the APEX geometry deformation part in the docs, doesn't seam to get my transforms from my skeleton.
jens_martensson
Hi Again
I am stuck at the APEX geometry deformation part in the docs, doesn't seam to get my transforms from my skeleton.
Also in the docs its saysthe skeleton joint names are set to joint_0, joint_1, and joint_2 in the Skeleton SOPI tried, I get point_0, point_1 etcImage Not Found
ajz3d
Are APEX nodes documented somewhere in the docs? I don't mean APEX framework overview, but docs for nodes themselves. I can't find it, so it's probably still in the works?
geo::DragPoints
, or dynamicpath::*
for example).
ajz3d
Thanks Janette, but these are SOPs. I was looking for documentation of nodes that you find in APEX graphs.
While most of them are self-explanatory, some are not (likegeo::DragPoints
, ordynamicpath::*
for example).
constrain_transform_component
example [www.sidefx.com], each joint_*
TransformObject has some arbitrary restlocal
values typed in (Matrix4, I believe). This is not mentioned anywhere in the text, so my first question is: where do these values come from?create_character
Pack Folder SOP. It contains three vector spare parameters named point_?_t
filled with another set of arbitrary values. This is also not mentioned in the docs. What these parameters do and how their values were determined? Are they connected somehow to joint_*
TransformObjects? It doesn't look like they are.geometry_deformation
point_transforms
(SetPointTransforms type node in the example)manually. If I have, say, 30 joints/controls and I need to setup them and then decide to change the naming, would it be a pain? Is this question even relevant cus we mostly need to use APEX autorig component
?bone_deformation (sop::bonedeform type)
Does it need a more descriptive name for the first 3 inputs instead of the geoinput0
?ajz3d
In theconstrain_transform_component
example [www.sidefx.com], eachjoint_*
TransformObject has some arbitraryrestlocal
values typed in (Matrix4, I believe). This is not mentioned anywhere in the text, so my first question is: where do these values come from?
The second question is regarding the same example, but is aboutcreate_character
Pack Folder SOP. It contains three vector spare parameters namedpoint_?_t
filled with another set of arbitrary values. This is also not mentioned in the docs. What these parameters do and how their values were determined? Are they connected somehow tojoint_*
TransformObjects? It doesn't look like they are.
I'm kind of stuck recreating this particular example, so I'd be grateful for advice.
janettePerfect. That was the missing link. Thanks, Janette!
(...) click Update Rest Transforms From Skeleton. When the dialog comes up, select the Skeleton SOP and press Accept. The restlocal values should be updated.
Ivan L
The examples aren't in the help (F1) doc file on win11 (20.0.541 built) I had to open the web page and get it from there. Maybe I'm just missing smth