Apex with secondary deformers

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Hello,

I'm currently rigging a beanbag by creating a super simple apex rig (switching now from Maya to Houdini rigging and animation-wise). The new 20.5-auto-rigging-features are awesome! What I'd like to ask is if there are any workarounds for adding a second level of deformers after the skin-weights like maya-like clusters (to get some soft-deforms on regions where the mesh already has skin-influences) and keeping/adding those deformers "within/to" the apex-graph if this makes sense? Would also a handy extra to make the controls for those deformers sticky to the mesh, but this isn't essentially necessary for my super simple rig.

Thank you so much and best wishes ...
Frank
Edited by Fraenk - Oct. 30, 2024 06:40:31
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