Frank Spalteholz

Fraenk

About Me

EXPERTISE
Freelancer
INDUSTRY
Film/TV

Connect

LOCATION
Hamburg, Germany
WEBSITE

Houdini Skills

ADVANCED
Animation
INTERMEDIATE
Character Rigging  | VEX  | Python

Availability

I am available for Freelance Work

Recent Forum Posts

Apex - custom subnets / methods - export/import issue Jan. 9, 2025, 1:37 p.m.

Wow William. I'd never expected such a well documented and clean how-to-file. You've spent so much time on it, I feel a bit of bad now cos I can't buy you a beer or a tea. Thanks so much. On another prototype I was thinking on how to create an Auto-Rigger conceptually and was starting by adding a couple of dictionaries to the point 0 in the guide-skel-stream that its only role would be acting as a "global rig dictionary" for the first build-process (and maybe later too) if you will. So my intuition on that was right, but having now a clean example on how to read this out + promoting/porting variables over to other snippets speeds up the learning process by a lot.

Apex - custom subnets / methods - export/import issue Jan. 8, 2025, 5:19 a.m.

Thank you so much, William. I'll report later if I could adapt/follow your changes. This forum is amazing. It's so supportive compared to others.

Apex - custom subnets / methods - export/import issue Jan. 7, 2025, 9:37 a.m.

That would be awesome William if you could have a look at my mess. Please don't judge me on the code. It's far beyond what I'd call clean and coming from cpp I'm not very pythonic camelCase yay! Anyway ...
1. You will find 2 RigScripts "add_twist_stretch_logic" is supposed to grab the given joint structure with pre-added twist-joints (because they need to be part of the skincluster) and calculate twist and stretch (which you can shape with 2 ramps) If you change the amount of twist joints in the RigVop (in the skeleton-node-stream) above you can use as much twist-joints as you need. But you would also have to manually change that in the RigScript-parameters (I'm planning to automate this later with a dictionary that will hold all needed infos)
2. The second node "add_mid_bend_ctrls" is VERY wip. As you will see right away it's kit-bash-ed from follow path node from the spider-example I'm currently learning so much from it by reverse-engineering the code. The Spline-Curve and its controls are already following along with the top/bottom-ctrls and the sub controls will "shape" the twist-joints later (I'm not there yet)

As I wrote in my post above, I'd like to reduce redundancy by promoting the tag-names and some other variables like "twistJntCount" AND if possible also methods (like "buildLookAtParent") from the first snippet to the second. But I don't know how to.

Again ... Thank you so much!