noc2 Art

noc2

About Me

専門知識
Generalist
業界:
Film/TV

Connect

LOCATION
Istanbul, Türkiye
ウェブサイト

Houdini Engine

ADVANCED
Motion Editing  | Animation  | Lighting  | VEX
INTERMEDIATE
プロシージャルワークフロー  | Environments  | Digital Assets  | キャラクタ & アニメーション  | Solaris  | Karma  | Python
BEGINNER
Hair & Fur  | Cloth  | Crowds  | Muscles  | Pyro FX  | Fluids  | 説明  | Realtime FX  | PDG

Availability

I am available for Freelance Work

Recent Forum Posts

APEX: Transform Object per primitives in group 2026年2月5日15:11

william_harley
It might be a little easier to help if you frame the problem rather than a step by step approach.
What do you want to achieve, what is the goal
Hi William;

My ultimate goal was to get the generated transform objects to capture geometries who are positioned almost exactly where the said transform objects are generated. Since the transform objects are generated through a snippet, this needs to happen after the generation.

I just wrote back and forth with support and I can see that the most practical way of getting this done is to separate these objects manually and feed them as separate .shp streams and use a setpointtransform per generated transform object to get them to be moved. In the case of a high number of geos to be affected by each relevant transform object that kind of promises to be quite an extensive network :o

Imagine little spheres that are positioned above the primitives your snippet uses to create transform objects. I wanted each transform object to set point positions for the nearest sphere.

APEX: Transform Object per primitives in group 2026年2月4日13:22

So now here's another challenge that I couldn't get over Let's say that these generated ctrls are supposed to deform certain packed geometries that are close by their positions. How is that possible to accomplish? Since the ctrls are generated through a snippet, the geometry can't be fed as captured packed geo upstream.

Every step forward yields a completely new enigma in and of itself

metahuman to APEX 2026年2月4日13:15

Hi;

Lay down a MH character Rig node and point to the MH folder to load in the DNA for both the head and the body. Then Select the node, right click and make the node editable and dive inside. There, you will see the all the rig logic that deals with facial and body controls etc. Locate the network box named "mh_deform" which contains rig initialization ARC node ("mh_fktransform") and an ARC node that handles deformation ("mh_bonedeform") What you need to do is to laydown an Apex Autorig Builder node right after bonedeform and build your rig. When you go up one level to animate, you will get the fully animatable body rig you just built plus the facial controls that are computed after the formation of the body rig. You might also want to lay down a "Clean" node to hide leftover joints to do away with visual clutter inside the MH character Rig node.