Esther Trilsch
esttri
About Me
Esther Trilsch is a Senior Character TD at SideFX. She started her career as a character TD apprentice at Walt Disney Animation Studios working on Zootopia, and worked at RiseFX as a Character Supervisor and Pipeline TD. Combining her focus for both the creative side of anatomy and deformation, as w... more
Esther Trilsch is a Senior Character TD at SideFX. She started her career as a character TD apprentice at Walt Disney Animation Studios working on Zootopia, and worked at RiseFX as a Character Supervisor and Pipeline TD. Combining her focus for both the creative side of anatomy and deformation, as well as the technical side of RnD, she found her sweet spot in the building of innovative structures and tools for character workflows. less
専門知識
Developer
Connect
LOCATION
Berlin,
Germany
ウェブサイト
Houdini Engine
ADVANCED
キャラクタ & アニメーション | Animation
Availability
Not Specified
My Badges
SideFX Staff
Since 5月 2021
My Houdini Content
Recent Forum Posts
H21 AutoRigBuilder Issues 2025年10月27日17:16
could you share your input skeleton? that will make it easier to see whats going wrong. You might want to also check out the new production build since we made a lot of bug fixes since the initial release.
I do have one initial suspicion though. The autorig builder expects a default skeleton scale of 1.0 it can very well be that you fbx import added a scale factor of 0.01 to your skeleton. you can get rid of that with a small vex snippet
before packing your character.
Another that is expected for twist is that they are not in a chain with the arm joints. this is actually important!
here are 2 legit options to parent your pre existing twists
upperarm
--> upper_twist_01
--> upper_twist_02
--> upper_twist_03
--> lowerarm
--> lower_twist_01
--|--> lower_twist_02
--|--> lower_twist_03
--|--> hand
upperarm
--> upper_twist_01
--|--> upper_twist_02
--|--|-->upper_twist_03
--> lowerarm
--|--> lower_twist_01
--|--|--> lower_twist_02
--|--|--|--> lower_twist_03
--|--> hand
I do have one initial suspicion though. The autorig builder expects a default skeleton scale of 1.0 it can very well be that you fbx import added a scale factor of 0.01 to your skeleton. you can get rid of that with a small vex snippet
3@transform = polardecomp(3@transform);
before packing your character.
Another that is expected for twist is that they are not in a chain with the arm joints. this is actually important!
here are 2 legit options to parent your pre existing twists
upperarm
--> upper_twist_01
--> upper_twist_02
--> upper_twist_03
--> lowerarm
--> lower_twist_01
--|--> lower_twist_02
--|--> lower_twist_03
--|--> hand
upperarm
--> upper_twist_01
--|--> upper_twist_02
--|--|-->upper_twist_03
--> lowerarm
--|--> lower_twist_01
--|--|--> lower_twist_02
--|--|--|--> lower_twist_03
--|--> hand
APEX Make Template Graph in Component Script? 2025年10月27日17:05
def myTest(a: Int, b: Int): a += 1 a += b return a templ = graph.addNode('templ', 'graph::Template') templ.setSubnetContents(myTest)
here you go
Tutorials 2025年9月30日9:33
Another way to learn how the autorig components work is to click on the edit icon on the autorig component SOP. Its right next to the drop down for the components. This will expose the full apex script snippet for the component. Most of our pre shipped components have now been created with apex script. The button click will expose the code and you can then carefully study it or use it as a starting point for your own component 
We also have it on our todo list to add mor code comments to existing components exactly for that purpose

We also have it on our todo list to add mor code comments to existing components exactly for that purpose