Amazing Hektor,
These look really good.
I'm knee deep in a project a the mo, but i'll check them out soon as the heat is off.
Incidently, how are your rig speeds?
I'm finding them pretty good - once i've worked around a few slow nodes.
Suspect that the viewport is limiting them a little, but seems good.
ta
Chris
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Technical Discussion » KineFx animation workflow
- toefurchris
- 4 posts
- Offline
Technical Discussion » KineFx animation workflow
- toefurchris
- 4 posts
- Offline
hi Hektor.
I'm doing pretty much the same. By hand though - so I'd love to see how you've automated this with your script.
Also dragging in null transforms directly from Obj level. But you lose a bit of functionaltity that way.
There appears to be a few Kinefx nodes that are surprisingly slow, so i'm currently looking at dieffernet options for those.
It's all cool though - and we're using this in a production right now. In all honesty there's more niggles on the animation side of things than the rigging. Hopefully that side of things will get some love too.
I'm doing pretty much the same. By hand though - so I'd love to see how you've automated this with your script.
Also dragging in null transforms directly from Obj level. But you lose a bit of functionaltity that way.
There appears to be a few Kinefx nodes that are surprisingly slow, so i'm currently looking at dieffernet options for those.
It's all cool though - and we're using this in a production right now. In all honesty there's more niggles on the animation side of things than the rigging. Hopefully that side of things will get some love too.
Technical Discussion » KineFx animation workflow
- toefurchris
- 4 posts
- Offline
Thanks CShannon,
Snap, I gave up with the rigpose, and like you dragged in null ctrls from Obj.
Kinda got a biped working quite nicely.
It's way faster than a Obj level rig stuffed full of Chops and IK bone solvers. And infinitely quicker to change proportions.
But it's a real shame bout the rig pose. There's a load of functionality lost by having to pull in Obj anim.
Hopefully that'll get some love in the near future.
Snap, I gave up with the rigpose, and like you dragged in null ctrls from Obj.
Kinda got a biped working quite nicely.
It's way faster than a Obj level rig stuffed full of Chops and IK bone solvers. And infinitely quicker to change proportions.
But it's a real shame bout the rig pose. There's a load of functionality lost by having to pull in Obj anim.
Hopefully that'll get some love in the near future.
Technical Discussion » KineFx animation workflow
- toefurchris
- 4 posts
- Offline
Hello
I've a couple of KineFx questions.
I understand it's far from finished in terms of complete rigging and animation tool.
But already it seems very powerful.
I've botched up a biped rig from scratch - it's really clean and quick and i'd love to use it in a production environment.
Promotion of parameters to HDA - all good.
But to animate this i run into a few problems…
Selecting controllers in a rigpose state seems too tricky to use.
Appears i can't multiple select more than one controller at the same time. I can shift select.
If a controllers handle lays over a different contoller i would like to select, i struggle to select it (At object level aniamtion i can hold S).
Hopefully i'm missing soemthing.
I'm also struggling to understand how i would setup HDA's, animate and visualize multiple characters/props in the view port.
Would they all live under one Geomtetry node. Could they all be visable concurrently?
Any suggestions / insights would be greatly appreciated.
ta
I've a couple of KineFx questions.
I understand it's far from finished in terms of complete rigging and animation tool.
But already it seems very powerful.
I've botched up a biped rig from scratch - it's really clean and quick and i'd love to use it in a production environment.
Promotion of parameters to HDA - all good.
But to animate this i run into a few problems…
Selecting controllers in a rigpose state seems too tricky to use.
Appears i can't multiple select more than one controller at the same time. I can shift select.
If a controllers handle lays over a different contoller i would like to select, i struggle to select it (At object level aniamtion i can hold S).
Hopefully i'm missing soemthing.
I'm also struggling to understand how i would setup HDA's, animate and visualize multiple characters/props in the view port.
Would they all live under one Geomtetry node. Could they all be visable concurrently?
Any suggestions / insights would be greatly appreciated.
ta
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