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APEX - Twist setup (with FK/IK) 2025年3月29日9:29
Hi,Marsh!
I must thank you for your hip file,I have been dealing with twistjoint for a few days,I was using lookat constraint but the result was really awful,it may flip/glitter even at 90 degrees.
And I download your file,and found out blending transform is so simple,and works so smoothly.
About your question 1,here's my little idea:
Since matrix can only describe -180 to 180 degree rotation,why not just divide joint rotation by 2 when extracting it,and process as usual,at last when setting rotation to twistjoint,just double the result.
I have tried about it,it does gave me 360degree flip,but may also causes unwanted twist while dealing with complicated rotation.
Maybe divide more and we might get more than 360 degree?
Anyway,here's my hip file.
I must thank you for your hip file,I have been dealing with twistjoint for a few days,I was using lookat constraint but the result was really awful,it may flip/glitter even at 90 degrees.
And I download your file,and found out blending transform is so simple,and works so smoothly.
About your question 1,here's my little idea:
Since matrix can only describe -180 to 180 degree rotation,why not just divide joint rotation by 2 when extracting it,and process as usual,at last when setting rotation to twistjoint,just double the result.
I have tried about it,it does gave me 360degree flip,but may also causes unwanted twist while dealing with complicated rotation.
Maybe divide more and we might get more than 360 degree?
Anyway,here's my hip file.
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Apex animate state constraint bug(maybe) 2025年3月29日1:23
edwardThank you for your reply.
It's a current Houdini 20.5 limitation that multiple simultaneous constraints are not resolved. This is being addressed for the next major release.

Apex animate state constraint bug(maybe) 2025年3月27日7:56
Maybe a bug with multiple contraint in apex scene animate.
Here is my scene with eletra and a box as a weapon.
This weapon has two controls,point_0 control,and world control as a parent of point_0.
Now world control has been constrainted by left hand,and point_0 has been constrainted by right hand.
If i move eletra's left hand, the world control is following,good.But the point_0 control is also following,which is not supposed to happen.
This is quite common situation when working with complicated animations,when characters interacting with props or other stuffs.
But I am not sure if there is other ways to setup correctly,so please open this scene file and test it.
(I'm using 20.5.487)
Here is my scene with eletra and a box as a weapon.
This weapon has two controls,point_0 control,and world control as a parent of point_0.
Now world control has been constrainted by left hand,and point_0 has been constrainted by right hand.
If i move eletra's left hand, the world control is following,good.But the point_0 control is also following,which is not supposed to happen.
This is quite common situation when working with complicated animations,when characters interacting with props or other stuffs.
But I am not sure if there is other ways to setup correctly,so please open this scene file and test it.
(I'm using 20.5.487)
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