Skeleton Blend for Blendshapes in APEX

   592   4   0
User Avatar
Member
2 posts
Joined: Nov. 2018
Offline
I've been tinkering with APEX a lot lately.
With kind help from many people, i've created the following setup:

till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.

Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.

Then i create Auto rig component with 'FK Transform'

Then i create Auto rig component with 'Bone deform' node

now i connect 'unpack folder'. then 'edit graph'

in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel

***** i dont know what to do next****

i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......

i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.

Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'

i don't know how to replicate it in APEX.

I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.
Edited by playboy241994 - April 28, 2024 05:30:41
Gowtham P
User Avatar
Staff
20 posts
Joined: Oct. 2023
Offline
Hi there, here is a file showing how to set up skeleton blendshapes in apex.
hope this helps.

I have just done this in a simple edit graph, so you can get a better idea of what it needs to look like.
Edited by william_harley - April 30, 2024 05:29:31

Attachments:
skeleton_blend_setup_apex.hip (389.6 KB)

User Avatar
Member
2 posts
Joined: Nov. 2018
Offline
A Million Thanks to William for helping out.............You're the GOAT.....
Gowtham P
User Avatar
Member
36 posts
Joined: Oct. 2018
Offline
I've attached another way of going about it, based on Will's Chicken and Lucha rigs.

@william_harley what I'm using here is the blendshape method, where you treat the points like geometry and while looping through each joint. Is there a benefit to using the skeleton blend over the blendshape node?

Attachments:
JointBased_blendshapes_01.hiplc (446.7 KB)

User Avatar
Staff
20 posts
Joined: Oct. 2023
Offline
Max Rose
I've attached another way of going about it, based on Will's Chicken and Lucha rigs.

@william_harley what I'm using here is the blendshape method, where you treat the points like geometry and while looping through each joint. Is there a benefit to using the skeleton blend over the blendshape node?

Technically the skeleton blend is pretty much doing exactly what I was doing in the chicken and luchador setup. The big difference is the pre setup. With the skeleton blend you don't have to worry about managing the skeletons like I did, you can simply add them to the folders and plug them in and it will work.

Whats nice about apex, is that you are not limited to using specific tools to achieve a task. You should feel free to get creative with building your setups. I do think some tools are better for specific tasks, and the skeleton blend has been developed specifically for this and should preform better.
  • Quick Links