Anton Moss
Anton81
About Me
専門知識
VFX Artist
業界:
Film/TV
Connect
LOCATION
United States
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Houdini Engine
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Not Specified
Recent Forum Posts
APEX Broken Joints When Using Otto Muscle Transfer Recipe 2025年10月21日14:32
Ah, Nice. I missed packing them back in, my bad.
You dont have to transfer them all separately though. You can un-toggle the unpack contents on the packed folder split node, then you can unpack while keeping the name attrib. Then do the transfer, pack and merge.
Ahh, I was wondering if there was an efficient way of doing that.
APEX Broken Joints When Using Otto Muscle Transfer Recipe 2025年10月20日21:47
Hey William, that did the trick, thank you so much. I've also added the transfer process for the L and R patella's as you can see below:
APEX Broken Joints When Using Otto Muscle Transfer Recipe 2025年10月15日17:44
Hi, I'm running into a few issues when using the Otto Muscle Transfer Recipe for skinning and rigging.
Arms
I matched Otto to my custom model with a topotransfer so it's compliant with the transfer recipe and when I plug the 'RIG' into a sceneanimate, I get this result on the upper arms:

Diving into '/rig_transfer_and_rebuild/setup_rig', the autorigcomponent throws an error:

Legs
When I interact with the legs, I get this deformation on the knee:

I noticed the knee also does this on the original Broot example as well:

My temp workaround for the legs on both Broot and my personal model is to also extract the patella correctives in the packedfoldersplit before the proxy gets swapped in

One of the major problems I've run into with APEX is troubleshooting the rig logic inside the graph. It's really nice when you're building it up and setting up subgraphs, but diving into it after the fact is rather tricky to diagnose.
*** UPDATE: Upper arm problem is fixed when using latest build(21.0.505) ***
Arms
I matched Otto to my custom model with a topotransfer so it's compliant with the transfer recipe and when I plug the 'RIG' into a sceneanimate, I get this result on the upper arms:
Diving into '/rig_transfer_and_rebuild/setup_rig', the autorigcomponent throws an error:
Legs
When I interact with the legs, I get this deformation on the knee:
I noticed the knee also does this on the original Broot example as well:
My temp workaround for the legs on both Broot and my personal model is to also extract the patella correctives in the packedfoldersplit before the proxy gets swapped in
One of the major problems I've run into with APEX is troubleshooting the rig logic inside the graph. It's really nice when you're building it up and setting up subgraphs, but diving into it after the fact is rather tricky to diagnose.
*** UPDATE: Upper arm problem is fixed when using latest build(21.0.505) ***