
Esther Trilsch
esttri
About Me
Esther Trilsch is a Senior Character TD at SideFX. She started her career as a character TD apprentice at Walt Disney Animation Studios working on Zootopia, and worked at RiseFX as a Character Supervisor and Pipeline TD. Combining her focus for both the creative side of anatomy and deformation, as w... more
Esther Trilsch is a Senior Character TD at SideFX. She started her career as a character TD apprentice at Walt Disney Animation Studios working on Zootopia, and worked at RiseFX as a Character Supervisor and Pipeline TD. Combining her focus for both the creative side of anatomy and deformation, as well as the technical side of RnD, she found her sweet spot in the building of innovative structures and tools for character workflows. less
EXPERTISE
Developer
Connect
LOCATION
Berlin,
Germany
WEBSITE
Houdini Skills
ADVANCED
Character Rigging | Animation
Availability
Not Specified
My Badges
SideFX Staff
Since May 2021
My Houdini Content
Recent Forum Posts
Creating a subnet in APEX Script May 21, 2025, 6:21 a.m.
ah yeah that is more in the realm of a bug. This will be fixed with h21

Creating a subnet in APEX Script May 13, 2025, 6 p.m.
no the transform object is a node and the transfobj.xform is a port not the xform value this is an essential difference.
https://www.sidefx.com/docs/houdini/character/kinefx/apexscriptfunctions.html [www.sidefx.com]
that page here should have a lot of good examples to see how to work with apex script and functions
https://www.sidefx.com/docs/houdini/character/kinefx/apexscriptfunctions.html [www.sidefx.com]
that page here should have a lot of good examples to see how to work with apex script and functions
Pose difference on skeleton in APEX May 13, 2025, 5:36 p.m.
are you after something like this?

having only a matrix multiplication with the pre calculated offset is even cheaper. And fast rigs make the animator a lot more happy
It allosw partial evaluation to kick in better and only update tha matrices it needs.

I would definitely not recommend to have stashes in your rig, that can easiliy slow things down! If you really want to read from geometry then add the Geo as an input to your rig, that will be always a lot faster and also a lot easier to maintain than the stash.
having only a matrix multiplication with the pre calculated offset is even cheaper. And fast rigs make the animator a lot more happy

I would definitely not recommend to have stashes in your rig, that can easiliy slow things down! If you really want to read from geometry then add the Geo as an input to your rig, that will be always a lot faster and also a lot easier to maintain than the stash.