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Work in Progress » My Very first Render
- Ivan L
- 172 posts
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There are many potential things to improve here. I would start from a good reference image and tried to match the look.
Rigging » APEX Trials - Rubix Cube
- Ivan L
- 172 posts
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Rigging » UV/prim aware AbstractControl
- Ivan L
- 172 posts
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JacquesfHow do you know that
What I would do as there isn't a way to setup properties of a node in the editor yet, is to create a second graph that take your graph as an input, add the parameter through dict building using the UpdateNode node, and output it back.
It also a good exercise to learn about graph building !
graph__UpdateNode1
has that x_min property? the apex data logic is still black magic for me😭
Edited by Ivan L - 2023年12月18日 11:22:44
Work in Progress » Rigging\KineFX tests
- Ivan L
- 172 posts
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Rigging » skeleton node missing option?
- Ivan L
- 172 posts
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esttri
That is a very good point and we have that on our radar. Its a bit of a bigger endeavor though.
Thank you for looking into that and other things, really appreciate it 🙏
Rigging » (rant) UE style of nodes stacking is a bit weird
- Ivan L
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Jacquesf
very subjective, I like tightly packed network, avoid unnecessery moving of the view constantly, I'd be mad about the lack of color coding tho.
Not sure where you even found that network, most of sidefx's exemple are fully colored coded.
It's a pillow rig example https://www.sidefx.com/contentlibrary/apex-pillow/ [www.sidefx.com]
Rigging » (rant) UE style of nodes stacking is a bit weird
- Ivan L
- 172 posts
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Rigging » (rant) UE style of nodes stacking is a bit weird
- Ivan L
- 172 posts
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Rigging » (rant) UE style of nodes stacking is a bit weird
- Ivan L
- 172 posts
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Just a little rant here. As I was browsing through some example files, I noticed that stacking nodes in the network editor, particularly for Houdini, seems counterproductive, especially when it's meant for educational purposes. There's no necessity to compact everything so tightly. It took me a considerable amount of time to decipher and untangle it all.
Edited by Ivan L - 2023年12月10日 17:41:13
Rigging » [SOLVED] autorig transformdriver joints orient issue
- Ivan L
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It looks like it's a requirement from APEX for the root joint to be oriented with Y axis along the child. Which is weird cus the
orient joint node
works quite opposite orienting joints with Z as a main axis by default. It breaks stuff
Edited by Ivan L - 2023年12月10日 10:22:29
Animation » Use CHOP within APEX animation?
- Ivan L
- 172 posts
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What's
I'm afraid there is should be a screenshot to understand the question better
a channel primitive
?I'm afraid there is should be a screenshot to understand the question better
Rigging » Houdini riggers pool
- Ivan L
- 172 posts
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ChristopherRutledge
Definitely encourage people to join in on that! Also might be wise to start a discord or google sheet or something. I have no idea what the deal is with riggers working with houdini in studios, I know a good handful of people who are playing with various kinds of rigging in houdini, but im not sure what exactly studios would be looking for from them at this stage.
There are at least 2 discords out there already or you think there is a benefit of having a separate one?
Edited by Ivan L - 2023年12月6日 19:37:21
Animation » Panels in animate state don't remember their display options
- Ivan L
- 172 posts
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How did you hide it?
Sometimes houdini isn't obvious where you save the defaults tho
Sometimes houdini isn't obvious where you save the defaults tho
Edited by Ivan L - 2023年12月5日 07:51:36
Technical Discussion » Cycle transform space (world, local, etc) for APEX animation
- Ivan L
- 172 posts
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yep, it was requested several times already from what I see, let's hope it will be implemented
also use the animation thread instead
also use the animation thread instead
Edited by Ivan L - 2023年12月5日 07:43:40
Work in Progress » My First APEX Character
- Ivan L
- 172 posts
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kodraAs far as I know, you can store an entire graph as a logical geometry unit and utilize it anywhere. I find this aspect of the approach quite fascinating. For instance, Electra's character can read a prepared rig from a file. Regarding Houdini, it has consistently fluctuated between being user-friendly and challenging. This is not surprising, considering the numerous memes about its steep learning curve. However, this is perfectly acceptable and contributes to its unique nature.
Whether you should do it is another different story.
Technical Discussion » Cycle transform space (world, local, etc) for APEX animation
- Ivan L
- 172 posts
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Edited by Ivan L - 2023年12月4日 21:27:35
Houdini Indie and Apprentice » pop vop guide influence
- Ivan L
- 172 posts
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It's not clear what you actually want to achieve, but you probably just need a 0-1 mask to multiply the particles. You can do that in dop or sop, doesn't matter
Rigging » [SOLVED] autorig transformdriver joints orient issue
- Ivan L
- 172 posts
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Does
autorigcomponent
's transformdriver require a special joints orientation? You can see that the skeleton flips in the attached file and there is some stretching going on. Just trying to recreate the Electra's example scene.
Edited by Ivan L - 2023年12月10日 10:21:52
Rigging » skeleton node missing option?
- Ivan L
- 172 posts
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To make the guide skeleton functional, it's necessary [www.sidefx.com] to have both the guide skeleton and the original incoming skeleton. However, there's a challenge with the "skeleton" node. Despite its advantages, its current state of being stashed means it's difficult to update when there are changes to the incoming skeleton. While there are alternative methods to incorporate the guide skeleton into the rig, the "skeleton" node appears to be the most efficient.
Therefore, it would be beneficial to have a feature that allows for the updating of the stashed skeleton based on the incoming skeleton, while preserving the modifications made to the guide skeleton. Thoughts?
Therefore, it would be beneficial to have a feature that allows for the updating of the stashed skeleton based on the incoming skeleton, while preserving the modifications made to the guide skeleton. Thoughts?
Rigging » Apex Graphs docs
- Ivan L
- 172 posts
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The doc and examples are super useful, thank you!
I have an additional to Artur's (ajz3d) question. The example file
I have an additional to Artur's (ajz3d) question. The example file
geometry_deformation
- It looks to me that the workflow is to setup the parameter names and joint's names on the
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 useAPEX autorig component
? - The
bone_deformation (sop::bonedeform type)
Does it need a more descriptive name for the first 3 inputs instead of thegeoinput0
? - 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
Edited by Ivan L - 2023年11月30日 16:53:05
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