Hello guys,
After few week trying different way to learn APEX, I am not able to create the IK on my rig, it is not working...If you want to take a look...
Thank you for your advice..
google drive link [drive.google.com]
APEX ik issue
1476 10 2- Sebastien Levieux
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- James Foxes
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Hi Sebastien! I'm also just starting with APEX, but it appears to me that for your "ik1" and "ik2" autorig nodes, on the "Driven" tab, needs to have "_l" in each of the root, mid, and tip parameters.
So it becomes:
ik1: "hip_l", "knee_l", "ankle_l"
ik2: "scapula_l", "elbow_l", "palm_l"
Remember to set unique names for the polevector and ikhandle in the "Controls" tab so front and back legs have individual controls
Now you might see one of the annoying issues I've run into with IK. It doesn't seem to like mirrored skeletons with negative scaled transforms. It might be worth it to add new drivers to your driven tips maybe with the transformdrivers Autorig Component.
I'm still new to all this, so plenty of grains of salt. But I hope it helps you.
So it becomes:
ik1: "hip_l", "knee_l", "ankle_l"
ik2: "scapula_l", "elbow_l", "palm_l"
Remember to set unique names for the polevector and ikhandle in the "Controls" tab so front and back legs have individual controls
Now you might see one of the annoying issues I've run into with IK. It doesn't seem to like mirrored skeletons with negative scaled transforms. It might be worth it to add new drivers to your driven tips maybe with the transformdrivers Autorig Component.
I'm still new to all this, so plenty of grains of salt. But I hope it helps you.
- Sebastien Levieux
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- 63 posts
- Joined: Nov. 2014
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James FoxesHi James, Thank you for helping, I did a video print screen if you can take a look:
Hi Sebastien! I'm also just starting with APEX, but it appears to me that for your "ik1" and "ik2" autorig nodes, on the "Driven" tab, needs to have "_l" in each of the root, mid, and tip parameters.
So it becomes:
ik1: "hip_l", "knee_l", "ankle_l"
ik2: "scapula_l", "elbow_l", "palm_l"
Remember to set unique names for the polevector and ikhandle in the "Controls" tab so front and back legs have individual controls
Now you might see one of the annoying issues I've run into with IK. It doesn't seem to like mirrored skeletons with negative scaled transforms. It might be worth it to add new drivers to your driven tips maybe with the transformdrivers Autorig Component.
I'm still new to all this, so plenty of grains of salt. But I hope it helps you.
- Escanut
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- Sebastien Levieux
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- Sebastien Levieux
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- william_harley
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Sebastien LevieuxHi, please have a look at some of the example files to see how they are set up.
Hi guys,
The apex setup is better, but I have a lot to fix before I can use it. If you have any advice, I would be really thankful.
https://www.sidefx.com/contentlibrary/character-switching/ [www.sidefx.com]
https://www.sidefx.com/contentlibrary/toucan-rig/ [www.sidefx.com]
- Sebastien Levieux
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william_harleyThank you William, the one with the Tocan is really interesting, I will try to update my rig like that...Can I ask you if I have questions?Sebastien LevieuxHi, please have a look at some of the example files to see how they are set up.
Hi guys,
The apex setup is better, but I have a lot to fix before I can use it. If you have any advice, I would be really thankful.
https://www.sidefx.com/contentlibrary/character-switching/ [www.sidefx.com]
https://www.sidefx.com/contentlibrary/toucan-rig/ [www.sidefx.com]
- Sebastien Levieux
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- 63 posts
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william_harleySebastien Levieux
Hi guys,
The apex setup is better, but I have a lot to fix before I can use it. If you have any advice, I would be really thankful.
Hi William,
What is your suggestion for eyes with the different parts? I use the jointcaptureproximity for the eyesball, but for the rest should I use blendshape or skining?
I found that video on sidefx website:
Thank you for helping.
Edited by Sebastien Levieux - Aug. 3, 2024 08:01:36
- william_harley
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Sebastien LevieuxHi have a look on youtube for rigging tutorials, the DCC doesnt matter. The principles are mostly the same.
Hi William,
What is your suggestion for eyes with the different parts? I use the jointcaptureproximity for the eyesball, but for the rest should I use blendshape or skining?
Then try and build it in apex.
The chicken and the luchador are both set up using pose blends for the facial animation, you can have a look at how that was set up.
I am using a custom setup for the pose blends in those examples. We have a brand new pose blend component that you can use for that.
- Sebastien Levieux
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- 63 posts
- Joined: Nov. 2014
- Online
william_harleySebastien LevieuxHi have a look on youtube for rigging tutorials, the DCC doesnt matter. The principles are mostly the same.
Hi William,
What is your suggestion for eyes with the different parts? I use the jointcaptureproximity for the eyesball, but for the rest should I use blendshape or skining?
Then try and build it in apex.
The chicken and the luchador are both set up using pose blends for the facial animation, you can have a look at how that was set up.
I am using a custom setup for the pose blends in those examples. We have a brand new pose blend component that you can use for that.
Thank you William for your feedback, I always know 3ds max and Maya rig, I will check out the new pose blend
Edited by Sebastien Levieux - Aug. 9, 2024 09:49:18
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