Matt Radford


About Me

United States

VFX Artist / Filmmaker / Creator


Recent Forum Posts

KineFX adds scale to rig after retarget Nov. 8, 2021, 6:13 p.m.

Thanks so much for the reply! I'll try it out!

KineFX adds scale to rig after retarget Nov. 8, 2021, 11:24 a.m.

Hey guys!

I'm loving KineFX so far. TONS of potential over humanIK in maya /motionbuilder.

I've noticed a pretty big problem however that I wonder if anyone else has run into. When doing retargetting from one rig to another, KineFX will add a scale value to all the joints in the rig. I see it when I import the fbx back into maya.

this is the Metahuman rig from Epic's .. Metahumans

So okay I use KineFX's awesome retargeting workflow (love the UI)

So far I'm in love. I'd kill for a way to force a rig into a t pose (through your wise magic) but okay im hooked.

HOWEVER.. I noticed the retargetting looked weird back in unreal. Far different than it looked in Houdini.

I found out when I re-imported into maya. It seems to have applied a small scale to every joint. I really just followed the video tutorial from SideFX on retargetting and am doing nothing custom or crazy. Atleast I figured it out. Do you guys know why this might be happening?

Until then its back to maya but again, AMAZING potential here guys! Great work!

Animated groups driving vellum simulations Nov. 12, 2019, 11:59 a.m.

Got it so your recommendation would be to set every point as a pin initially and then using an attribute just modify the stiffness via vellumConstraintProperty DOP. I'm animating some breaking values already in there so that sounds reasonable.

The original attribute I'm generating the group from is called “PinSelection” and its 0-1, does that mean I can do a vexpression like
1e10 * @PinSelection to essentially have pins add influence or not? Am I understanding how stiffness would work in this correctly?