Hi!
I need to rig a tail for a creature that needs a bit more control than a simple fk chain. Coming from Maya I'd like to define a custom spline-curve where the cv's are getting closer and closer towards the end of the tail. I'd then create a spline-ik that controls my bind-joint-chain. I'd then put a fk-control-chain on top by simply skinning the cv's to those extra fk-joints.
The default apex-rig-component only lets me create 4 controls (root, rootcv, tipcv and tip) and they are equally spaced. So my first question would be if there is a way using apex script (which I'm familiar of on a beginner-level) to "break" the standard-spline-ik so that I can pipe my own spline-curve in? (I know that H21 has some new spline-ik-component, but I have to stick with H20.5)
Thank you very much!
Apex custom spline IK
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- Fraenk
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- william_harley
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- Pendar
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william_harley
Hi, there.
Yes currently that is a limitation with the autorig components.
I have set up a simple component that will hopefully get you up and running
I just opened this in Houdini 20.5 and Wow this is so cool. Awesome for wormy-like deformation. However it doesn't work in 21 for some reason the mesh and joints look broken in 21. I have several questions about spline in general too, the elephant apex rig in content library demonstrates apex script that generates a abst-control for driving a sinewave through the tagged(feather_) FK joints.
I was wondering if its possible to get that same type of function but with spline, like a abst-control that drives a sine wave through a set of spline. I would love that for one of my characters which is a worm. Just curious about different types of spline in general. The tentacle rig demonstrated in the houdini 21 keynote event looked so cool but we still haven't gotten a demo file of it yet. Would be so awesome to have that combined with the sinewave abst-control as a component preset.
Thanks again Will!
Edited by Pendar - 今日 12:40:20
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