KineFX Agent blendshapes

   2721   3   1
User Avatar
Member
390 posts
Joined: Jan. 2012
Offline
I am bringing in an FBX character through an Agent SOP and then adding different layers to that agent with an Agent Layer SOP.

How can I add blendshape channels to these layers? I'm using these agents in a crowd system and want to modify the blendshape channels in the sim, but can't figure out how to add a blendshape channel to an agent layer.


Both the Character Blend Shapes SOP example hip and everything I've been able to find online makes blendshapes in an OBJ subnet rig, but I can't figure out how to do this in my setup.

Thanks!
.
User Avatar
Staff
750 posts
Joined: Oct. 2012
Offline
Blendshape channels are part of the agent's rig, so if you're using kinefx it's probably easiest to ensure those channels exist in the input skeleton of the Agent from Rig SOP
User Avatar
Member
390 posts
Joined: Jan. 2012
Offline
Thanks. So if I use an FBX Character Import SOP to get the skeleton and then feed that into an Agent From Rig SOP, how would I add an arbitrary channel to that skeleton to later use with blendshapes on geometry used as an Agent Layer?
.
User Avatar
Staff
750 posts
Joined: Oct. 2012
Offline
I think that node will look at the `clipchannels` detail attribute (https://www.sidefx.com/docs/houdini18.5/nodes/sop/kinefx--characterblendshapes#attributes) when adding blendshape channels to the agent's rig.
  • Quick Links