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?
Apex rig IK setup with 5 joints and limiting rotation
2213 8 2- Aderik
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- kodra
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- Fraenk
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- kodra
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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
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- UtilitasArts
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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
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- Aderik
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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
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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.
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