Sergey Mikheev

sergey.mi.dev

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Exporting APEX animations into fbx, gltf etc. Nov. 11, 2023, 12:52 p.m.

Yeah, like Anim.skel or something like that^^
While APEX is still a baby, it looks like a really powerful tool.
It feels very flexible.

Also, quick question: how did you rename parms port to rigname?

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Found out, middle mouse button click. If it throws error try to relaunch Houdini

Exporting APEX animations into fbx, gltf etc. Nov. 11, 2023, 11:13 a.m.

I examined your example, the fix is really simple. Thank you very much.
I've tried using Base.skel as output in scene invoke but it was not working. Now I know why.
I hope developers will add a skeleton as output to Electra's rig, so that it would be easier to start testing animation workflow for game developers.

Exporting APEX animations into fbx, gltf etc. Nov. 11, 2023, 9:32 a.m.

Hey Jacquesf, thank you for answering.

As I understand, in the video they demonstrated translating a KineFX animation to APEX. They extracted APEX control rig and manipulated it using KineFX tools and added it to APEX Scene as APEX animation, and then the scene evaluated the rig and moved skeleton accordingly. So, what I'm looking for is a KineFX skeleton, which is in scene folder, but evaluated using a rig. Like Apex Scene Invoke, but one that exports skeleton rather than geometry.

Also, APEX Control Extract does not output animated rig controls. In scene we have animations in animation folder, it looks like channels for controls, maybe it could be animated with them and then I could somehow invoke graph on skeleton?