This feature is still under development. The current functionality is unfinished and subject to change, and may have thin or no documentation. Please bear this in mind when using it.

The following pre-built rig components are available from the APEX Autorig Component and APEX Rigscript Component SOPs.

Rig components

  • blendshape

    Adds blend shapes with controls to an APEX rig.

  • bonedeform

    Adds bone deformation functionality to an APEX rig.

  • configurecontrols

    Configures the look and behavior of controls on an APEX rig.

  • deltamush

    Smooths out point deformations.

  • fbik

    Adds full-body IK to an APEX rig.

  • fktransform

    Creates an APEX graph node hierarchy using a guide skeleton.

  • groomdeform

    Attaches a hair, fur, or feather groom to a character’s animated skin shape.

  • ikfkblend

    Performs a local blend between an IK and FK chain.

  • lookat

    Creates a lookat constraint for a driven TransformObject node.

  • mappedconstraints

    Constrains two TransformObject nodes based on a matching mapping property.

  • multiik

    Sets up IK chains with more than 3 nodes, or multiple IK chains using segments.

  • poseblend

    Adds pose blending with controls to an APEX rig.

  • reversefoot

    Sets up a reverse foot with heel, toe, and tilt controls.

  • spine

    Sets up a spine for a character.

  • spline

    Sets up a spline solver.

  • transformdriver

    Creates, parents, and constrains TransformObject nodes.

  • wrinkledeform

    Adds a wrinkle deformer to an APEX rig.

KineFX

Overview

Preparing character elements

Rigging with APEX graphs

Building rig graphs with APEX Script

Rigging with rig components

Animating in the viewport

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix