Michiel van Iperen

mackerBaehr

About Me

専門知識
CG Supervisor
業界:
Film/TV

Connect

LOCATION
Netherlands
ウェブサイト

Houdini Engine

Availability

Not Specified

Recent Forum Posts

APEX look at 2024年10月31日8:25

For me the best way to implement it was to use the APEX autorigcomponent, set to 'lookat'. Once I got that working I could study the resulting graph through unpacking it.

export skeleton to maya via fbx 2024年10月31日8:20

Hi!
Likely you know already you can freeze the rotations in Maya and keep the orientations. So that would zero them out in a way suitable for rigging. From here on, might you want to re-export animations out of that kineFX-setup you can point to an input-fbx in the 'rop_fbxanimoutput'. It will write out animation data relative to the rotations present, aka the orient.

I tend to do a lot of back and forth between Maya and Houdini (fbx). In a very early stage I try to make sure that in both platforms my skeleton is stable and behaving correctly before proceeding further and exchanging data. Small issues can have dramatic impact.

Parent child: pos in local space, rot in world space needed 2024年10月31日7:51

I am trying to setup a rig in which joints translate according to their parent-child relation but where the rotation is being evaluated and set in world space.
Until now no success. Did try to unparent the control-rig hierarchy and insert a form of position constraint between the (former)parent and child, but documentation about pos-constraining is sparse in APEX. Would not know how to do that with the proper offsets. Also I need to do it on 32 segments so automation is key here as well. Could anyone maybe give me a hint how to approach?