KineFx additive rotation of joints like Henry Dean CHOPS way

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I use Henry Dean's CHOPS spine bone method alot. I was wondering if there was a more CHOPS way of doing additive rotations in the rig attribute. In Kine fx I'm bringing in the first point manualy , using`$OS` I duplicate each get and set point transform then multiply the local transform with a global paramater. This is fine but I am hoping there is a more "Henry Dean" method.
Any advice?
Thanks.
Edited by maxecrow - 2021年3月8日 18:38:33

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Maybe this helps: https://www.tokeru.com/cgwiki/index.php?title=HoudiniKinefx#Localtransform_and_kinefx_wrangle [www.tokeru.com]

By the way; Henry Dean is one of the key people behind KineFX, so as long as you're using KineFX you're always doing it the "Henry Dean way".
Manuel Köster - Senior Technical Artist @Remedy Entertainment

https://www.remedygames.com/ [www.remedygames.com]
http://shadesoforange.de/ [shadesoforange.de]
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Thanks Manuel,
You're right, I wasn't thinking about it properly, I had it in mind it was a vop problem and Entagma got there aleady [www.youtube.com] and I misssed it.

With a rig atribute wrangle you add
basic
rotate(4@localtransform, chf("angle"), {1,0,0});

with a ramp to create a spiral like effect
rotate(4@localtransform, chramp("Profile", chf("Multiply")*@ptnum), {1,0,0});
Edited by maxecrow - 2021年3月10日 09:25:28
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