Simple RIG in APEX--- Need Help
1147 11 1- pksfx
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Hello Everyone,
Someone please help me with the problems of APEX rig which I'm facing. 3 days back started to learn APEX rig which came to know entirely a new process of rigging pipeline inside houdini. For me some looks awesome & some looks weird. With the help of online videos I have done the rig. But still not able to complete fully. The problems which I'm facing are as follows:
# Spine:
When I move the root of the spine, the entire spine till the tip moves. Dont know which tag or something else I should use to not to follow the tip/Chest controller. Please refer "1_Spine.jpg"
# Ik_Arm:
If I want to add stretch, Is it possible to do in Rig component or should has to be done in component script.
Please refer "2_Ik_Arm.jpg"
# Reverse Foot:
My entire reverse foot not working where the tilt controllers also not been positioned. The entire leg with IK not following the reverse foot. Please refer "3_ReverseFoot.jpg"
# IkFkBlend :
IkFk blend too not working where the Fk controllers not visible. Dont know how to handle with tags here, to visible those.
Please refer "4_IkFkBlend.jpg"
# BoneDeform:
After all to deform the mesh, the boneDeform not working. In all online videos just seen the BoneDeform seems like just plug & play. But in my situation that too not working. Please refer "5_BoneDeform"
+ Overall this experience seems new to me with the components..... tags....... & so on. But overall rig doesnt work means really big hectic. Please refer my rig "SimBip_APEX_v01"
While doing animation on Maya, we have transform nodes, where we can play with values in channel editor to animate the controllers. But here in this new UI, cant see any option like that once I come from geometry level to object level. Next I should google on animation for this rig & want to experiment on other components too
So please help me of my rig, which I have attached it along here.
Thanks in advance
Someone please help me with the problems of APEX rig which I'm facing. 3 days back started to learn APEX rig which came to know entirely a new process of rigging pipeline inside houdini. For me some looks awesome & some looks weird. With the help of online videos I have done the rig. But still not able to complete fully. The problems which I'm facing are as follows:
# Spine:
When I move the root of the spine, the entire spine till the tip moves. Dont know which tag or something else I should use to not to follow the tip/Chest controller. Please refer "1_Spine.jpg"
# Ik_Arm:
If I want to add stretch, Is it possible to do in Rig component or should has to be done in component script.
Please refer "2_Ik_Arm.jpg"
# Reverse Foot:
My entire reverse foot not working where the tilt controllers also not been positioned. The entire leg with IK not following the reverse foot. Please refer "3_ReverseFoot.jpg"
# IkFkBlend :
IkFk blend too not working where the Fk controllers not visible. Dont know how to handle with tags here, to visible those.
Please refer "4_IkFkBlend.jpg"
# BoneDeform:
After all to deform the mesh, the boneDeform not working. In all online videos just seen the BoneDeform seems like just plug & play. But in my situation that too not working. Please refer "5_BoneDeform"
+ Overall this experience seems new to me with the components..... tags....... & so on. But overall rig doesnt work means really big hectic. Please refer my rig "SimBip_APEX_v01"
While doing animation on Maya, we have transform nodes, where we can play with values in channel editor to animate the controllers. But here in this new UI, cant see any option like that once I come from geometry level to object level. Next I should google on animation for this rig & want to experiment on other components too
So please help me of my rig, which I have attached it along here.
Thanks in advance
- pksfx
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- MatijaK
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hey,
if u try to copy piece by piece the electra rig https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com] ,you should be able to solve most of your problems. some problems come from how u seted up the rig i think . Put underscores after Left and right as u did for the clavicle for the rest of them and i would mirror it once after parenting the left side together('dont mirror the middle) . I was able to solve some of the problems u have doing that. in pack folder rename the jointcapturebiharmonic1.shp to Base.shp. U can add stretch to your hand and legs, there is a stretch parameter on your Ik_SetUp under settings. also max rose videos on you-tube are a great place to start exploring Apex.
https://www.youtube.com/@maxrose8845/videos
if u try to copy piece by piece the electra rig https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com] ,you should be able to solve most of your problems. some problems come from how u seted up the rig i think . Put underscores after Left and right as u did for the clavicle for the rest of them and i would mirror it once after parenting the left side together('dont mirror the middle) . I was able to solve some of the problems u have doing that. in pack folder rename the jointcapturebiharmonic1.shp to Base.shp. U can add stretch to your hand and legs, there is a stretch parameter on your Ik_SetUp under settings. also max rose videos on you-tube are a great place to start exploring Apex.
https://www.youtube.com/@maxrose8845/videos
- william_harley
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Please have a look at the new electra example in the content library https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com]
- pksfx
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MatijaK
hey,
if u try to copy piece by piece the electra rig https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com] ,you should be able to solve most of your problems. some problems come from how u seted up the rig i think . Put underscores after Left and right as u did for the clavicle for the rest of them and i would mirror it once after parenting the left side together('dont mirror the middle) . I was able to solve some of the problems u have doing that. in pack folder rename the jointcapturebiharmonic1.shp to Base.shp. U can add stretch to your hand and legs, there is a stretch parameter on your Ik_SetUp under settings. also max rose videos on you-tube are a great place to start exploring Apex.
https://www.youtube.com/@maxrose8845/videos
Surely will dig into it & will let u know. Regarding the Base.shp its working. Thanks for the reply
Edited by pksfx - 2024年11月19日 06:39:35
- pksfx
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william_harley
Please have a look at the new electra example in the content library https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com]
Thanks & surely will look into it.
- pksfx
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Again Hello all,
Thanks for the reply but still my Simple Rig in biped couldn't find out to solve the problem. Meanwhile I just tested with a simple rig for a tube as with spline & fk. But that too here skeleton itself not following & then on top of that deform node too not working. Please refer "Snap_01.jpg" and "Tube_Rig.hip"
Please me for the above post & then the simple tube rig. Because this make me to further to adapt apex or not. For me its seems looks simple but still the solutions aren't available feels more hectic.
Thanks in advance.
Thanks for the reply but still my Simple Rig in biped couldn't find out to solve the problem. Meanwhile I just tested with a simple rig for a tube as with spline & fk. But that too here skeleton itself not following & then on top of that deform node too not working. Please refer "Snap_01.jpg" and "Tube_Rig.hip"
Please me for the above post & then the simple tube rig. Because this make me to further to adapt apex or not. For me its seems looks simple but still the solutions aren't available feels more hectic.
Thanks in advance.
- william_harley
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Please make sure that your guide skeleton naming is consistent.
- In the pack folder set the shp to Base.shp and the guides to Guides.skel
- In the Fk_SetUp in the source tab set the skeleton to Guides.skel instead of Guide.skel.
The guide naming is important as every component uses it, you can name it anything you want but you have to be consistent.
Please look at the example files...
- In the pack folder set the shp to Base.shp and the guides to Guides.skel
- In the Fk_SetUp in the source tab set the skeleton to Guides.skel instead of Guide.skel.
The guide naming is important as every component uses it, you can name it anything you want but you have to be consistent.
Please look at the example files...
- pksfx
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william_harleyThanks & surely will look into from the beginning
Please make sure that your guide skeleton naming is consistent.
- In the pack folder set the shp to Base.shp and the guides to Guides.skel
- In the Fk_SetUp in the source tab set the skeleton to Guides.skel instead of Guide.skel.
The guide naming is important as every component uses it, you can name it anything you want but you have to be consistent.
Please look at the example files...
- pksfx
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- Joined: 9月 2017
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Hello Everyone,
As suggested by Mr. @MatijaK and Mr. @william_harley, I've tried to replicate the "Electra_Rig" which have ended up , not better than with my previous rig of "SimBip_APEX_v01". In that my previous rig, with my new guides & new tags, at least can see the rig was decent which was following well each other, but in my current rig after my fk initialising, from the very first "transformdriver" component, cant continue further. Then if I ignore the "transformdriver" to proceed further, each component of Spline, MultiIK also not working on its own. From that point itself cant proceed further for IkFkBlend & Reverse foot, since multiIk process doesnt do well. My efforts were in vain to learn on APEX. Beginning its easy to learn, but missing something in the loop which goes hard for me. Someone please help me to solve the problems which I'm facing in my current rig .
Also I've attached my previous rig along with this post which under your guidance have updated. Once again thanks to all. Now that works fine but only BoneDeform and Reverse foot not working. But really need the solution too.
Thanks in advance
As suggested by Mr. @MatijaK and Mr. @william_harley, I've tried to replicate the "Electra_Rig" which have ended up , not better than with my previous rig of "SimBip_APEX_v01". In that my previous rig, with my new guides & new tags, at least can see the rig was decent which was following well each other, but in my current rig after my fk initialising, from the very first "transformdriver" component, cant continue further. Then if I ignore the "transformdriver" to proceed further, each component of Spline, MultiIK also not working on its own. From that point itself cant proceed further for IkFkBlend & Reverse foot, since multiIk process doesnt do well. My efforts were in vain to learn on APEX. Beginning its easy to learn, but missing something in the loop which goes hard for me. Someone please help me to solve the problems which I'm facing in my current rig .
Also I've attached my previous rig along with this post which under your guidance have updated. Once again thanks to all. Now that works fine but only BoneDeform and Reverse foot not working. But really need the solution too.
Thanks in advance
Edited by pksfx - 2024年11月26日 01:02:48
- pksfx
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- Joined: 9月 2017
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Hello Everyone,
Now my "SimBip_APEX_v01.hip" is working so for so good. Before the boneDeform component was not working because of my silly mistake which was not streamlined in the network. Now its fine. But after the deformation, came to know that spine isn't working. Finally still got strucked with Reverse foot. Couldn't able to solve. I've attached the updated rig along with this post . Please someone help to solve with the exclusive spine & Reverse Foot. This would help me for the success of my first rig in APEX
Thanks in advance.
Now my "SimBip_APEX_v01.hip" is working so for so good. Before the boneDeform component was not working because of my silly mistake which was not streamlined in the network. Now its fine. But after the deformation, came to know that spine isn't working. Finally still got strucked with Reverse foot. Couldn't able to solve. I've attached the updated rig along with this post . Please someone help to solve with the exclusive spine & Reverse Foot. This would help me for the success of my first rig in APEX
Thanks in advance.
- william_harley
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Hi, it looks like its working on my side. You do however have to set up some positions for it to work.
The main one will be the tilt offset.
Another thing, you are making the skeleton sections and it looks like their orientations are good, but then you add a orientjoints
which is giving you some weird rotations. Maybe get rid of the orienjoints and just orient them properly on the skeleton node. There are some neat tools in the right click menu when using the skeleton sop that can help you get there a bit quicker.
The main one will be the tilt offset.
Another thing, you are making the skeleton sections and it looks like their orientations are good, but then you add a orientjoints
which is giving you some weird rotations. Maybe get rid of the orienjoints and just orient them properly on the skeleton node. There are some neat tools in the right click menu when using the skeleton sop that can help you get there a bit quicker.
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