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 pack-deform certain 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.
I tried unpacking the character after your code generates the transform objects so as to get to them and set up a capture packed geometry relationship between them and the extra geometry they're supposed to deform but the generated Transform objects just don't appear in the unpacked skeleton :-/
Let's say that these generated ctrls are supposed to pack-deform certain 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. I tried unpacking the character after your code generates the transform objects so as to get to them and set up a capture packed geometry relationship between them and the extra geometry they're supposed to deform but the generated Transform objects just don't appear in the unpacked skeleton :-/
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.
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.
APEX: Transform Object per primitives in group 2026年2月4日10:50
william_harleyThis nothing short of pure gold William! Thanx a million! I am studying it atm and I'm sure it'll open up so many doors for me (Your master class already did btw)
Hi, here is a component script that will set up a control per prim in a group and then constrain it to the prims, post bonedeform.
Hope this helps.Image Not Found
Lotsa cheers;
AJ