Hi,
I am trying to understand how to do basic rigging in APEX by following the Max Rose Tutorials in You tube. When I connect the packfolder to the FKTransform Autorig component the skeleton goes haywire as shown by the blue lines in the image. The light grey lines represent the source skeleton which is a Mixamo one. I'd be grateful for any assistance anyone can offer/:
APEX Autorig FKTransform issue
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- sutcliffe
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- edward
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- sutcliffe
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- sutcliffe
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- edward
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- illuminoctis
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Yea you need to use Attribute String Edit SOP on the capture pose.
Checked Points
'name' in the field
Then go to the Editor tab
From: mixamorig:
To:
Leave "To:" blank
I've had this problem for weeks but was able to solve it this way. But now I've run into other problems. When I go to Scene Animate the geometry disappears (but the rig is there)
Checked Points
'name' in the field
Then go to the Editor tab
From: mixamorig:
To:
Leave "To:" blank
I've had this problem for weeks but was able to solve it this way. But now I've run into other problems. When I go to Scene Animate the geometry disappears (but the rig is there)
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- edward
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It needs to be removed for all THREE of the FBX Character Import SOP's outputs. For the skin geomtry, they're in the points boneCapture attribute. For the skeletons, they're in the point name attribute. After you do this, test with a Joint Deform SOP and rig pose to make sure everything is still working before doing the APEX work.
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- illuminoctis
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Alright when I added another autorig component (with bonedeform) the mesh shows up again. The bonedeform autorig component has to be the last node.
Edit: Ran into a new problem with importing a mixamo animation now.
Following along here: https://www.sidefx.com/docs/houdini/character/kinefx/animationworkflow.html#import-existing-animation-onto-a-character [www.sidefx.com]
Anyone have any success importing a mixamo animation onto a mixamo character using the above method?
What I've done
1) The imported mixamo animation also has the annoying namespace stuff (mixamorig
which I removed with Attribute String Edit SOP
2) Yes I did set the rig path in APEX Scene Add Animation SOP
What I see
The mixamo guy (the geometry) stands there in the T-Pose while the imported animation skeleton plays in the same spot. The animation looks like it's successfully imported but isn't bind to the geometry for some reason.
Edit: Ran into a new problem with importing a mixamo animation now.
Following along here: https://www.sidefx.com/docs/houdini/character/kinefx/animationworkflow.html#import-existing-animation-onto-a-character [www.sidefx.com]
Anyone have any success importing a mixamo animation onto a mixamo character using the above method?
What I've done
1) The imported mixamo animation also has the annoying namespace stuff (mixamorig

2) Yes I did set the rig path in APEX Scene Add Animation SOP
What I see
The mixamo guy (the geometry) stands there in the T-Pose while the imported animation skeleton plays in the same spot. The animation looks like it's successfully imported but isn't bind to the geometry for some reason.
Edited by illuminoctis - 2023年12月22日 04:58:04
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- edward
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- johnlilpy
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- johnlilpy
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I figured out how to get rid of mixaomorig: in boneCapture. use capture attribute unpack, then attribute string edit, tick Detail, choose boneCapture_pCaptPath, for editor, tick use regular expressions, From mixamorig:, to, just leave it blank, and then add capture attribute pack in the end.
As for the skeleton, same as above posts: attribute string edit, name, use regular expressions, mixamorig:, blank.
As for the skeleton, same as above posts: attribute string edit, name, use regular expressions, mixamorig:, blank.
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- tamte
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johnlilpyAttribute string edit works directly on boneCapture attribute, no need to unpack
I figured out how to get rid of mixaomorig: in boneCapture. use capture attribute unpack, then attribute string edit, tick Detail, choose boneCapture_pCaptPath, for editor, tick use regular expressions, From mixamorig:, to, just leave it blank, and then add capture attribute pack in the end.
https://www.sidefx.com/forum/topic/40982/#post-422525 [www.sidefx.com]
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- johnlilpy
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tamtejohnlilpyAttribute string edit works directly on boneCapture attribute, no need to unpack
I figured out how to get rid of mixaomorig: in boneCapture. use capture attribute unpack, then attribute string edit, tick Detail, choose boneCapture_pCaptPath, for editor, tick use regular expressions, From mixamorig:, to, just leave it blank, and then add capture attribute pack in the end.
https://www.sidefx.com/forum/topic/40982/#post-422525 [www.sidefx.com]
Ahhh thanks. boneCapture*
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