Sriharsha Gowtham

playboy241994

About Me

I animate characters using Houdini

Connect

LOCATION
Hyderabad, India
ウェブサイト

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Skeleton Blend for Blendshapes in APEX 2024年4月30日6:31

A Million Thanks to William for helping out.............You're the GOAT.....

Skeleton Blend for Blendshapes in APEX 2024年4月25日18:34

I've been tinkering with APEX a lot lately.
With kind help from many people, i've created the following setup:

till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.

Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.

Then i create Auto rig component with 'FK Transform'

Then i create Auto rig component with 'Bone deform' node

now i connect 'unpack folder'. then 'edit graph'

in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel

***** i dont know what to do next****

i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......

i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.

Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'

i don't know how to replicate it in APEX.

I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.