Max Crow
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Additive or layered animation In Kinefx April 6, 2023, 6:58 a.m.
I have a fish that is swimming with its spine oscillating in a sine wave-like motion but the fish is in place. Then I have another animation where the fish spine follows a path where it bends as it is turning. If I use a skeleton blend, I can mix between the wave motion or the bend, however, I can't seem to add the wave motion to the bending animation so that it swims and it turns. If I use a rig vop to add the local rotations of each bone from the wave to the bend, it sort of works but not how I was expecting it to but not a result bettter than the skeleton blend method. Am I missing a method or is this something that is being developed in a future kinefx release?
Any pointers would be most appreciated, thanks.
Any pointers would be most appreciated, thanks.
Selection set or bundles but for Kinefx joints Dec. 15, 2021, 3:09 p.m.
Once you have an HDA with a kinefx rig pose inside, is it possible to store the left arm joints or all the joints as a selection set or “bundle” so you can access the key frames without having to use shift and clicking each joint every time?
Kinefx . multiple rig pose nodes rigs are visible issue. May 12, 2021, 7:52 p.m.
Ok past self, the reason for this is that you tried to have all the ik rig pose controls and fk rig pose controls in just two rig pose nodes.
So, at its most basic, name all the joints up front, then blast away the joints you need to control in sequence, add a rig pose for each to animate and use the blend skeleton to overide the joint with the rigpose.
So chill out, past self, you'll get there.
So, at its most basic, name all the joints up front, then blast away the joints you need to control in sequence, add a rig pose for each to animate and use the blend skeleton to overide the joint with the rigpose.
So chill out, past self, you'll get there.