William Harley
willh
About Me
EXPERTISE
                Indie Gamedev
            INDUSTRY
                
                        Gamedev
                
            Connect
LOCATION
                
                    
                    South Africa
                
            WEBSITE
                Houdini Skills
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Not Specified
            Recent Forum Posts
APEX manual rigging geometry missing in animate state Nov. 12, 2023, 3:46 a.m.
 Hi I have made a couple of changes to your file. 
you want to use the autorig component node to generate the transform objects for you, so that the
rest positions are set up correctly.
just remember, any changes you make upstream wont update if you manually create the rig
            you want to use the autorig component node to generate the transform objects for you, so that the
rest positions are set up correctly.
just remember, any changes you make upstream wont update if you manually create the rig
How to implement "uvsample" in vop? May 18, 2023, 4:44 p.m.
 Hi, it doesnt look like that functionality is built into vops. You can however use a Inline Code node to make your own node
 
            
 Is there a way to scale the position of kinefx joints? May 18, 2023, 10:28 a.m.
 You will need to set a pivot for each point, the viewport tools for kinefx in 19.5 is not all there yet.
What you can also do and is more common with a eye rig is to have the center of the eye be a root for all your lid joints, then you can simply rotate the joints. This will look better as well as it will roll over the eye.
here is a basic 5min setup where I just use a skeleton blend to drive a blink.
            What you can also do and is more common with a eye rig is to have the center of the eye be a root for all your lid joints, then you can simply rotate the joints. This will look better as well as it will roll over the eye.
here is a basic 5min setup where I just use a skeleton blend to drive a blink.