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sutcliffe
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/:
edward
Can you post your hip file? It's hard to tell what the issue is without it.
sutcliffe
Thanks for the reply and posted as requested(:
sutcliffe
I was able to resolve the issue by changing the names of the joints. What was strange was the IK autorig component worked even with the original names/:
edward
Oh, I think it's because of the colon (:)characters which can be interpreted as part of namespaces. Maybe log a bug and for a deeper investigation as to why. Offhand, not sure if this a bug or not.
illuminoctis
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)
edward
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.
illuminoctis
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.
edward
@illuminoctis did you make sure to update the boneCapture attribute in your Attribute String Edit? It's not really clear what your issue is. It might be better start a new thread with your scene file.
johnlilpy
Attribute String Edit does not actually get rid of mixamorig: from the first output(geo) if you select boneCapture. As a result, the skeleton does not move the geo, you can test with just rig pose and jointdeform. I am stuck here also.
johnlilpy
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.
tamte
johnlilpy
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.
Attribute string edit works directly on boneCapture attribute, no need to unpack
https://www.sidefx.com/forum/topic/40982/#post-422525 [www.sidefx.com]
johnlilpy
tamte
johnlilpy
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.
Attribute string edit works directly on boneCapture attribute, no need to unpack
https://www.sidefx.com/forum/topic/40982/#post-422525 [www.sidefx.com]

Ahhh thanks. boneCapture*
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