KS Lee

Vivis

About Me

3D Generalist. NFT Artist
専門知識
Generalist
業界:
Film/TV

Connect

LOCATION
Sigheung-si, Korea, Republic of
ウェブサイト

Houdini Engine

ADVANCED
Digital Assets  | キャラクタ & アニメーション  | Cloth  | Solaris  | Mantra  | Karma  | Lighting  | Pyro FX  | VEX  | Python
INTERMEDIATE
プロシージャルワークフロー  | Motion Editing  | Crowds  | Fluids  | 説明
BEGINNER
Environments  | Animation  | Hair & Fur  | Muscles  | Realtime FX  | PDG

Availability

I am currently employed at Studio Mir

Recent Forum Posts

[APEX] Can animated characters be recycled? 2024年7月17日21:21

I solved it by using the new fktransform with Guides.skel as output.

At first I was confused because I wasn't getting the output I wanted, but after changing the skeleton of the source to Guides.skel, I got the desired result.



Thank you so much William. I have a better understanding of APEX.
Kodra and MaxRose, thank you so much for your answers as well.

[APEX] Can animated characters be recycled? 2024年7月17日2:50

Okay, so I'm almost ready with the initial setup for my character.

I set up the existing skull geometry using APEX and then used Scene Animate to re-proportion the whole thing, as shown in the image below.



Would it be possible to re-initialise and configure APEX with these changed joints and geometry?
I would like to extract the geometry of the joints that have changed since this scene animate.

In fact, at this point, it's probably better to just use a skeleton node to set it up again for the changed geometry, but I was hoping there was a more procedural way to do it.

I've used "APEX Scene Invoke" to get the geometry and original skeleton, but I'm not sure how to extract the Guides.skel.

How to control multiple bones in the Base.skel with Guide 2024年7月14日23:23

I really didn't know anything about APEX, and now I understand it a little bit better. Thank you, and I really appreciate the examples.