Apex rig IK setup with 5 joints and limiting rotation
3611 14 3-
- Aderik
- Member
- 2 posts
- Joined: Sept. 2019
- Offline
I am learning the new Apex system and loving it but am struggling with creating an IK system for this mesh.
While I know how to do the basic IK system, I have not yet found/understood how to create an IK system with more joints and one that limits the rotation axis in the top two.
Does anyone know a way or has a suggestion on how this can be done with Apex?
While I know how to do the basic IK system, I have not yet found/understood how to create an IK system with more joints and one that limits the rotation axis in the top two.
Does anyone know a way or has a suggestion on how this can be done with Apex?
-
- kodra
- Member
- 373 posts
- Joined: June 2023
- Online
-
- Fraenk
- Member
- 23 posts
- Joined: March 2015
- Offline
-
- kodra
- Member
- 373 posts
- Joined: June 2023
- Online
I mean you can do that, but >3 bone IK is the "standard" way to rig this kind of mechanical arm.
Or you can use KineFX, which has better FBIK support with rotation limits etc.
Or you can write your own FBIK in APEX. People are going to tell you APEX is a super flexible system where anything is possible. (plebs who are not able or willing to do this are simply not good enough for Houdini
)
Or you can use KineFX, which has better FBIK support with rotation limits etc.
Or you can write your own FBIK in APEX. People are going to tell you APEX is a super flexible system where anything is possible. (plebs who are not able or willing to do this are simply not good enough for Houdini

Edited by kodra - Feb. 2, 2024 08:02:00
-
- edward
- Member
- 7969 posts
- Joined: July 2005
- Offline
-
- UtilitasArts
- Member
- 16 posts
- Joined: April 2021
- Offline
I build a digitigrade IK leg yesterday (posted it on the discord server).
perhaps you can take a look at it to get some inspiration.
I'm pretty confident the same could be done to for more joints.
I am not sure yet how to do the limiting rotation part. I will take a look into limiting rotations today.
perhaps you can take a look at it to get some inspiration.
I'm pretty confident the same could be done to for more joints.
I am not sure yet how to do the limiting rotation part. I will take a look into limiting rotations today.
Edited by UtilitasArts - Feb. 3, 2024 04:13:19
-
- UtilitasArts
- Member
- 16 posts
- Joined: April 2021
- Offline
-
- Aderik
- Member
- 2 posts
- Joined: Sept. 2019
- Offline
Thank you for all the responses, I will look into all of this!
I know my current limits, but I will try XD
Yes that was my plan B. It would just be easier for the animator if it can be moved by 1 ik controller.
kodra
Or you can write your own FBIK in APEX. People are going to tell you APEX is a super flexible system where anything is possible. (plebs who are not able or willing to do this are simply not good enough for Houdini)
I know my current limits, but I will try XD
Fraenk
Why would you need more than 3 joints for the main-arm (which is the default ik-setup anyway) + using a fk-rotation for the manipulator? You could limit the rotations using clamp-nodes.
Yes that was my plan B. It would just be easier for the animator if it can be moved by 1 ik controller.
Edited by Aderik - Feb. 5, 2024 05:07:47
-
- NicTanghe
- Member
- 225 posts
- Joined: Dec. 2016
- Offline
I`d really like to limit my joint transforms in a look at right now so i guess ill have to clamp a rotation relative to rest at some place in the apex graph. It seems like a fairly eazy thing to calculate a max diference in the rotations relative to the rest skel but since its so new it`s hard to figure out how to do this.
-
- 6ril
- Member
- 9 posts
- Joined: March 2016
- Offline
-
- johnlilpy
- Member
- 49 posts
- Joined: Oct. 2021
- Online
-
- Cuanyo
- Member
- 11 posts
- Joined: March 2014
- Offline
I Should find this community first.
I've spend "A LOT TIME" to try to understand how to build skeleton system in Kine-FX and APEX,
the answer is they both are super difficult, complicate and hard to understand,
but can create very complicate character set.
both also can do same basic thing with other 3D character animation software, but need spend more time for setup.
20 years ago, Softimage already build-in for skeleton system, just need few click, I guess Maya is same too.

But using Kine-Fx is super waste time, 10 mins in other software, few hours in Kine-FX for same thing.
I've try to use AEPX, It's need to build this super basic function by myself....and need to study APEX script first...WHY???
Sorry for my bad english, I am so tired and really want to cry.
I've spend "A LOT TIME" to try to understand how to build skeleton system in Kine-FX and APEX,
the answer is they both are super difficult, complicate and hard to understand,
but can create very complicate character set.
both also can do same basic thing with other 3D character animation software, but need spend more time for setup.
20 years ago, Softimage already build-in for skeleton system, just need few click, I guess Maya is same too.
But using Kine-Fx is super waste time, 10 mins in other software, few hours in Kine-FX for same thing.
I've try to use AEPX, It's need to build this super basic function by myself....and need to study APEX script first...WHY???
Sorry for my bad english, I am so tired and really want to cry.
Edited by Cuanyo - April 15, 2025 02:32:07
-
- Cuanyo
- Member
- 11 posts
- Joined: March 2014
- Offline
https://www.sidefx.com/contentlibrary/mech-rigged-animated/ [www.sidefx.com]
In this sample file, machine legs can just rotate on single axis and it's looks amazing, however, It's .bego file, can't see how it's work.
In this sample file, machine legs can just rotate on single axis and it's looks amazing, however, It's .bego file, can't see how it's work.
-
- edward
- Member
- 7969 posts
- Joined: July 2005
- Offline
-
- Cuanyo
- Member
- 11 posts
- Joined: March 2014
- Offline
-
- Quick Links