Frank Spalteholz
Fraenk
About Me
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Hamburg,
Germany
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Houdini Engine
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Animation
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キャラクタ & アニメーション | VEX | Python
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I am available for Freelance Work
Recent Forum Posts
Apex - custom subnets / methods - export/import issue 2025年1月8日5:19
Thank you so much, William. I'll report later if I could adapt/follow your changes. This forum is amazing. It's so supportive compared to others.
Apex - custom subnets / methods - export/import issue 2025年1月7日9:37
That would be awesome William if you could have a look at my mess. Please don't judge me on the code. It's far beyond what I'd call clean and coming from cpp I'm not very pythonic camelCase yay! Anyway ...
1. You will find 2 RigScripts "add_twist_stretch_logic" is supposed to grab the given joint structure with pre-added twist-joints (because they need to be part of the skincluster) and calculate twist and stretch (which you can shape with 2 ramps) If you change the amount of twist joints in the RigVop (in the skeleton-node-stream) above you can use as much twist-joints as you need. But you would also have to manually change that in the RigScript-parameters (I'm planning to automate this later with a dictionary that will hold all needed infos)
2. The second node "add_mid_bend_ctrls" is VERY wip. As you will see right away it's kit-bash-ed from follow path node from the spider-example I'm currently learning so much from it by reverse-engineering the code. The Spline-Curve and its controls are already following along with the top/bottom-ctrls and the sub controls will "shape" the twist-joints later (I'm not there yet)
As I wrote in my post above, I'd like to reduce redundancy by promoting the tag-names and some other variables like "twistJntCount" AND if possible also methods (like "buildLookAtParent") from the first snippet to the second. But I don't know how to.
Again ... Thank you so much!
1. You will find 2 RigScripts "add_twist_stretch_logic" is supposed to grab the given joint structure with pre-added twist-joints (because they need to be part of the skincluster) and calculate twist and stretch (which you can shape with 2 ramps) If you change the amount of twist joints in the RigVop (in the skeleton-node-stream) above you can use as much twist-joints as you need. But you would also have to manually change that in the RigScript-parameters (I'm planning to automate this later with a dictionary that will hold all needed infos)
2. The second node "add_mid_bend_ctrls" is VERY wip. As you will see right away it's kit-bash-ed from follow path node from the spider-example I'm currently learning so much from it by reverse-engineering the code. The Spline-Curve and its controls are already following along with the top/bottom-ctrls and the sub controls will "shape" the twist-joints later (I'm not there yet)
As I wrote in my post above, I'd like to reduce redundancy by promoting the tag-names and some other variables like "twistJntCount" AND if possible also methods (like "buildLookAtParent") from the first snippet to the second. But I don't know how to.
Again ... Thank you so much!
Apex - custom subnets / methods - export/import issue 2025年1月7日4:44
Example