Kevin Hall

Motionaut

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Recent Forum Posts

Kinefx blendshape joints using localtransform attributes Feb. 21, 2021, 2:33 p.m.

Hey again.

In Henry Deans presentation he shows a way to use a blend shape node with packed primitives on a skeleton (for pre-posed hand gestures) cool idea! But I just can't get it to work. Both input streams are getting localtransform attributes generated from the compute transform nodes - but still no dice.

If I tell the blendshape sop to blend * attributes it works linearly (not whaty we want, we want rotations) but if I tell it use localtransform attribute it does absolutely nothing. Any idea how a pleb like me can get this working?

Cheers
Kev

Kinefx Reverse Foot VOP - How do I make it work with IK? Feb. 20, 2021, 9:30 a.m.

Hey Mihnea. The man himself!
Thanks for getting back to me.

Dude it works! All it takes was getting back to it a week later

But yea it was a parenting issues. I just used a reparent node before the attach control geo and it works a charm.
Ball and toe reparented to the ik ctrl.

Thanks for the advice!

Kinefx Reverse Foot VOP - How do I make it work with IK? Feb. 14, 2021, 9:57 a.m.

Hi there, I'm trying to get my head around the hierarchical structure on Kinefx. Specifically when using the reverse foot rig. I've used a Vop to drive it reverse foot and it works when the skeleton and rig are in rest pose. But when I start moving the ik controller for the foot the toe and ball joints stay in the original skeletons space.

In the vop I have the reverse foot driving the goal of the IK. Ankle(RF)>goal(IK). I saw this on the Animation cleanup presentation with Mihnea Stoica.

How can I get this to behave properly?