Patrick Traile

traileverse

About Me

Motion Designer from the beautiful island of Xaymaca (Jamaica). Houdini is my tool of choice and I'm comfortable on both the creative and technical side of things. Oh, and I love DOPS in DOPS but it's cool we can have it in SOPS as well.
専門知識
Generalist
業界:
Advertising / Motion Graphics

Connect

LOCATION
Runaway Bay, Jamaica

Houdini Engine

Availability

I am available for Freelance Work

Recent Forum Posts

APEX for those who want to understand APEX 2026年1月14日14:14

Ok sideFX, I get that you've done wonderful work on your auto rig component things and you and the community are loving it, Nice work! but for those of us who want to understand what's happening and how all the pieces fit together, can you spare a moment for us? Can we get some content that doesn't involve using autorig components. It no so much about the rigging but about how the system works with data.

For example, how do i set up attributes and such to create controls from scratch? how do I create and get tags and property attributes created on skeletons into APEX? Is that even the right question to ask?

If I'm missing something in the documentation, my bad, please point me in the right direction. I want to know how to handle data (attributes, tags, properties, control shapes) between skeleton creation and rig graph.

I get that the APEX graph is geometry, but it doesn't feel like I can wrangle it like typical geometry.


I've uploaded a silly little file here but hopefully some can point me in the right direction based on the notes in the file.

I'm playing around trying to understand, but I need some guidance from more knowledgeable folks for sure!

Polysplit Node Nonsense 2026年1月7日19:17

Hello, thanks much to all looking at this; I also have issues on the same platform but different versions of houdini! I did models in H20.5 that that works fine but error out in H21.

I tried stashing right before the polysplits in H20.5 and they still error out being the first node in the graph in H21 (both on windows 11 on the same computer)

I only have this issue when doing non procedural modeling which I do a lot because even for procedural modeling I might do regular poly model on a piece that gets procedurally sized and placed!

But now I just know that when using these topology tools, I can’t have too much faith in the graph history and stash/cache at checkpoints.

I have lost time redoing large parts of models that I did in previous versions of houdini that I no longer have access to and they error out in current versions and it’s always the polysplit nodes that error! and though it might be a node up the chain causing it to not work, it doesn’t do much for me because once the split entries change, everything down the chain that depended on the previous topology breaks!

But using say maya, you’d have to delete history when modeling as well; However, this was one of the coolest things about Houdini for me to have that construction history there but oh well.

Polysplit Node Nonsense 2025年11月14日11:03

Understood Tomas, I'll try what you suggested here and do some more in depth checks to see if something else might be the issue. Thanks much!