I am currently learning APEX and have recently been exploring ways to drive multiple mesh blendshapes via a single abstract control.
So far, I have been able to make this work using the APEX auto-rig "blendshape" component to generate the blendshapes, then editing the graph, remapping the driven values, and plugging these into the blendshape drivers' inputs.
Currently, I have only been able to achieve this by manually editing the graph, and I’m trying to proceduralize the process. The issue at the moment is that I can’t seem to use graph::FindNode to "find" the blendshape subnet (which appears to be called __subnet__) created by the auto-rig component.
I’ve attached my current test scene. In this scene, I’ve created a custom subnet for remapping these values using a very similar approach to the one taken in the Luchador and Chicken Houdini example files (thanks to William Harley for these amazing free resources). I’ve added a section where this can be saved out, hopefully preventing the subnet from collapsing. If it does collapse, I’ve attached an image showing which connections will need to be reconnected.
I’m still getting the hang of APEX, so apologies if I haven’t explained this in the clearest way. If there’s any confusion, feel free to ask, and I can clarify further.
If anyone has any insight or can shed some light on this, it would be much appreciated! Hopefully, this might help others out too.
I’m blown away by APEX so far and am enjoying slowly but surely achieving a deeper understanding!