Sriharsha Gowtham

playboy241994

About Me

I animate characters using Houdini

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Hyderabad, India
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Recent Forum Posts

using 'rig pose' node for APEX Skeleton Blend April 25, 2024, 6:34 p.m.

I've been tinkering with APEX a lot lately.

I can see that we can input a 'rig pose' node into 'Packed Folder' as 'skel'

1)My setup consists of a mesh & a Skeleton, connected to packed folder along with few 'rig pose' nodes(poses from the same skeleton).

2)I then create an 'auto rig component' with fk transform.

3a)then an 'auto rig component' again, but this time, i choose 'bone deform'
In attributes>setting> rest skeleton = {name of first rig pose node}.skel

3b)then an 'auto rig component' again, but this time, i choose 'bone deform'
In attributes>setting> rest skeleton = {name of second rig pose node}.skel

i repeat step 3 for all rig pose nodes, basically
1 auto rig 'bone deform' component / 1 rig pose node. OK
====================================================

4)then i connect an 'unpack folder' then 'edit graph'.
We can see all the .skel inputs ready to be connected.

There we can also search for "sop::kinefx::skeletonblend::3.0"

But i don't know how connect nodes with skeleton blend and make it work.

Somebody kindly help.