autorigcomponent fktransform possibly broken?

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Hey, y'all. i was attempting to uses APEX to rig a little character i made. I set up the autorigcomponent the way i had before, but it keeps saying there is no transform. And it doesn't add the transform info to the APEX grid. (there are transform and name attributes coming in). I tried it several different methods, and i couldn't get it to work.

I copied over a really simple setup that was functional (just a tube and and line for a skeleton), and that still worked.

Best i can tell the setups are exactly the same. Can somebody who knows APEX please take a look at it, and let me know if it's a bug or if i just missed something... (or if there is a workaround, or another method i should be aware of?)

Thanks.



...he wants to move!!!

Edited by maitlandvt - 2025年3月11日 14:59:24

Attachments:
marday_07--creature--v007--apex.hiplc (3.1 MB)
Screenshot 2025-03-11 115702.png (411.9 KB)

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here you go. one thing is houdini 20.5 uses Guides.skel in the autorig components. your geo is huge so the controllers will be really small by default

Attachments:
fix.hiplc (2.9 MB)

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MatijaK
here you go. one thing is houdini 20.5 uses Guides.skel in the autorig components. your geo is huge so the controllers will be really small by default

wow Thanks. i don't know if i would have ever figured that out! I only played with rigging right when 20.5 came out, and it didn't seem to require the Guides.skel in the packed folder in whatever version i used. That was driving me crazy.

As for the size... I usually normalize everything and scale from there, but he was going in a scene that was already super huge. I ended up just using bend/twist sop to deform him, temporarily. which looks/works nice, but I definitely want to get into this APEX game. seems very robust.

thank you thank you.
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