Sriharsha Gowtham

playboy241994

About Me

I animate characters using Houdini

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LOCATION
Hyderabad, India
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

simplest way to setup 'Look at' May 11, 2024, 9:44 a.m.

apex is amazing.....day by day i'm beginning to understand the infinite possibilities of this wonderful tool.....but sadly, until this approach becomes the new norm,
the best we've got are official documentaion & forums like these.

I'm grateful for all the help i've gotten from the community so far, especially from @william_harley

i've followed maxrose's awesome tutorial on 'look at'. in that, he uses 'rig attrib vop' with apex.....i've used simple skeleton instead of procedural and followed it many times.
my rig just doesn't work. its okay. i'm an idiot and doesn't know where the issue is lol lol..

can somebody explain how to setup 'look at' ENTIRELY in apex, in simplest way possible?

simplest and dumbest setup i can think of is kinda like this:
2 kinefx joints for 2 eyes + additional joints for 'look at'.

hope somebody helps. Thanks...

Skeleton Blend for Blendshapes in APEX April 30, 2024, 6:31 a.m.

A Million Thanks to William for helping out.............You're the GOAT.....

Skeleton Blend for Blendshapes in APEX April 25, 2024, 6:34 p.m.

I've been tinkering with APEX a lot lately.
With kind help from many people, i've created the following setup:

till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.

Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.

Then i create Auto rig component with 'FK Transform'

Then i create Auto rig component with 'Bone deform' node

now i connect 'unpack folder'. then 'edit graph'

in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel

***** i dont know what to do next****

i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......

i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.

Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'

i don't know how to replicate it in APEX.

I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.