kinefx - mechanical rigging - offset ?
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w_maro
Member
104 posts
Joined: 9月 2014
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2025年2月26日 8:04
hi
- did this little setup to test mechanical rigging
setup works fine
but the bonedeform offset the inputgeo
- so I have to rotate the inputgeo to correct the offset?
(in 3dsMAX there is a "keep inital offset") is there somthing similar in houdini ?
or is there better way to set this up ?
Image Not Found
Edited by w_maro - 2025年2月26日 08:06:06
Attachments:
kinefx_rig_piston_01-stash.hiplc (711.4 KB)
capturepackedgeo-offset-markup.jpg (134.4 KB)
CYTE
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802 posts
Joined: 2月 2017
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2025年2月26日 13:08
In your rigaatribvops use the "look at constraint" node not the "look at(kinefx)" one. it has an "Update offset" button. Cheers CYTE
Edited by CYTE - 2025年2月26日 13:08:53
w_maro
Member
104 posts
Joined: 9月 2014
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2025年2月28日 2:51
thanks alot for your feedback
thats exacty what I was missing
for anyone interrested in the setup
here is the hip file
Image Not Found
Attachments:
kinefx_rig_piston_01-fix_stash.hiplc (737.8 KB)
Mike_A
Member
392 posts
Joined: 8月 2018
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2025年2月28日 11:48
Thanks for sharing this! I think there are quite a few of us that would like to see more mechanical rigging examples, so take that as encouragement to keep the discussion going : )