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maitlandvt
Hey, y'all. i was attempting to uses APEX to rig a little character i made. I set up the autorigcomponent the way i had before, but it keeps saying there is no transform. And it doesn't add the transform info to the APEX grid. (there are transform and name attributes coming in). I tried it several different methods, and i couldn't get it to work.

I copied over a really simple setup that was functional (just a tube and and line for a skeleton), and that still worked.

Best i can tell the setups are exactly the same. Can somebody who knows APEX please take a look at it, and let me know if it's a bug or if i just missed something... (or if there is a workaround, or another method i should be aware of?)

Thanks.



...he wants to move!!!

MatijaK
here you go. one thing is houdini 20.5 uses Guides.skel in the autorig components. your geo is huge so the controllers will be really small by default
maitlandvt
MatijaK
here you go. one thing is houdini 20.5 uses Guides.skel in the autorig components. your geo is huge so the controllers will be really small by default

wow Thanks. i don't know if i would have ever figured that out! I only played with rigging right when 20.5 came out, and it didn't seem to require the Guides.skel in the packed folder in whatever version i used. That was driving me crazy.

As for the size... I usually normalize everything and scale from there, but he was going in a scene that was already super huge. I ended up just using bend/twist sop to deform him, temporarily. which looks/works nice, but I definitely want to get into this APEX game. seems very robust.

thank you thank you.
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