Hey,
I've been wanting to add mocap face animation to my face_rig [www.sidefx.com] using the system demonstrated in the KineFX/APEX Workflow [www.sidefx.com] from the contentLibrary hip file. However, I encountered an issue: when I connect my rig to an ApexControlExtract, the output2 provides a completely broken skeleton.
After investigating, I discovered that the problem seems to stem from my Skeleton Blend autorig, which is based on the system shared by william_harley Skeleton Blend for Blendshapes in APEX [www.sidefx.com].
Does anyone have suggestions on how to resolve this issue while still maintaining the skeleton blendsapes?
I included a simple pig rig that demonstrates the problem.
Thanks in advance!
APEX_Control_Extract Skeleton Output Issue
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- MatijaK
- Member
- 57 posts
- Joined: 8月 2024
- オフライン
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- MatijaK
- Member
- 57 posts
- Joined: 8月 2024
- オフライン
I made it work, but the setup is kind of weird although it works. I duplicated all the transformObjects that are used in the skelBlend setup and connected the geo:pointAtribValue to the rest of the copy instead of the actual joint/transformBlend. Then I blend/transfer the values back to the main nodes. Anyway, it works fine
. Apex control skeleton still doesn’t give a skeleton in the right place, but I can still blend the new values in, and the result does not have broken geo anymore. And I realy cant understand how to record mocap data with Mocap Stream Sop, that is an animation not just a frame.

Edited by MatijaK - 2025年2月9日 16:23:28
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