max rose
max rose
  • 43
  • 88 465
Character Rigging in Houdini | The Reverse Foot
A reverse foot rig in Houdini using the APEX framework.
My Artstation: www.artstation.com/maxrose
00:00 - Intro
00:32 - Part 1: Setup
01:50 - Reverse Foot Joints
05:22 - Part 2: Guide Skeleton
17:31 - Parenting
21:25 - Part 4: Look Constraint
28:13 - Component Script
32:55 - Part 5: Rig Clean Up
33:21 - Creating Tags
37:48 - Hide Controls Component Script
มุมมอง: 4 627

วีดีโอ

Character Rigging in Houdini | APEX Ball Rig
มุมมอง 4.5K5 หลายเดือนก่อน
How to create a Ball Rig in Houdini with APEX. Scene Files: maxrose.gumroad.com/l/svsunx Component Script Video: th-cam.com/video/qxXyJUQ26gQ/w-d-xo.html Artstation: www.artstation.com/maxrose Instagram: bent_toenail 00:00 - Intro 00:27 - Starting off 01:33 - Joint Setup 03:01 - Skinning 04:01 - Guide Skeleton 07:12 - APEX Rig 08:13 - Manual Setup 10:20 - Ball Position and Orient...
APEX | Eye Rigging in Houdini | Part 2
มุมมอง 8146 หลายเดือนก่อน
2nd Part in 2 part series on how to create a reusable eye rig in Houdini using APEX. Link to final rig - maxrose.gumroad.com/l/stjsh bent_toenail www.artstation.com/maxrose 00:00 - Intro 01:04 - The way we're going to do this 02:28 - Abstract Control Script 17:09 - Eye Look Script 22:47 - Eye Look HDA
APEX | Eye Rigging in Houdini | Part 1
มุมมอง 1.8K6 หลายเดือนก่อน
1st Part in 2 part series on how to create a reusable eye rig in Houdini using APEX. Link to final rig - maxrose.gumroad.com/l/stjsh bent_toenail www.artstation.com/maxrose 00:00 - Intro 01:51 - Initial Setup 04:30 - Guide Creation 10:37 - Begin APEX Rig 11:57 - Manual Rigging 15:56 - LookAt Node 20:40 - Correcting The Parenting 22:12 - Saving the Subgraph
Houdini APEX Rig Graphs: 04 | Blendshapes
มุมมอง 1.4K7 หลายเดือนก่อน
How to create a simple Blendshape in APEX. Instagram: bent_toenail Artstation: www.artstation.com/maxrose 00:00 - Start 00:58 - SOPs Blendshape Example 02:30 - Basic Setup 04:26 - APEX Blendshape Setup 07:50 - Component Script 12:08 - A Working Blendshape 13:10 - Setting Min Max on Abstract Control
Houdini APEX Rig Graphs: 02 | Subgraphs
มุมมอง 9047 หลายเดือนก่อน
Creating and using Subgraphs in APEX. Instagram: bent_toenail Artstation: www.artstation.com/maxrose 00:00 - Intro 00:40 - Basic Setup 05:26 - Creating the Subgraph 09:53 - component Script 19:35 - Edit the Subgraph
Houdini APEX Rig Graphs: 03 | Abstract Controls
มุมมอง 8187 หลายเดือนก่อน
How to create and use Abstract Controls in APEX. Instagram: bent_toenail Artstation: www.artstation.com/maxrose 00:00 - Start 01:19 - Setup 03:20 - Abstract Control
Houdini APEX Rig Graphs 01 | Component Scripts
มุมมอง 3.8K7 หลายเดือนก่อน
The Basics of Rig Graphs, and how to write a component script. Instagram: bent_toenail Artstation: www.artstation.com/maxrose
APEX Character Rigging in Houdini | 5/5 - APEX
มุมมอง 4.1K9 หลายเดือนก่อน
Rigging a full character in Houdini using APEX. Download the character geometry final rig here: maxrose.gumroad.com/l/dwpxee?_gl=1*pr8ekh*_ga*MzIzNjU5MzQ3LjE3MDM5MjA3ODc.*_ga_6LJN6D94N6*MTcwMzkyMjcwNy4yLjEuMTcwMzkyMzU4OS4wLjAuMA.. 00:00 Intro 03:18 Guide Setup 08:42 FK Setup 09:37 Bone Deform 12:56 COG and Global Controls 14:46 Spine 15:39 IK Arms 18:37 Fixing the Spine Orientation 19:33 Hook F...
APEX Character Rigging in Houdini | 4/5 - The Arms
มุมมอง 2K9 หลายเดือนก่อน
Rigging a full character in Houdini using APEX. Download the character geometry final rig here: maxrose.gumroad.com/l/dwpxee?_gl=1*pr8ekh*_ga*MzIzNjU5MzQ3LjE3MDM5MjA3ODc.*_ga_6LJN6D94N6*MTcwMzkyMjcwNy4yLjEuMTcwMzkyMzU4OS4wLjAuMA.. 00:00 Intro 00:25 Naming Issue 01:42 Replace Function 03:22 Joint Creation 07:11 Skinning 10:47 Scene Organization 12:56 Final Parenting
APEX Character Rigging in Houdini | 2/5 - The Head
มุมมอง 2.7K9 หลายเดือนก่อน
Rigging a full character in Houdini using APEX. Download the character geometry final rig here: maxrose.gumroad.com/l/dwpxee?_gl=1*pr8ekh*_ga*MzIzNjU5MzQ3LjE3MDM5MjA3ODc.*_ga_6LJN6D94N6*MTcwMzkyMjcwNy4yLjEuMTcwMzkyMzU4OS4wLjAuMA.. 00:00 Intro 00:54 Joint Creation 02:46 Antennae 06:00 Head Joint 07:59 FK Tags 08:54 Parent Joints 09:47 Head Skinning 12:58 Antennae Skinning 16:04 More Parenting
APEX Character Rigging in Houdini | 3/5 - The Waist
มุมมอง 1.6K9 หลายเดือนก่อน
Rigging a full character in Houdini using APEX. Download the character geometry final rig here: maxrose.gumroad.com/l/dwpxee?_gl=1*pr8ekh*_ga*MzIzNjU5MzQ3LjE3MDM5MjA3ODc.*_ga_6LJN6D94N6*MTcwMzkyMjcwNy4yLjEuMTcwMzkyMzU4OS4wLjAuMA.. 00:00 Intro 00:37 Joint Creation 04:28 Waist Joint 05:19 Skinning 07:15 Parenting
APEX Character Rigging in Houdini | 1/5 - The Spine
มุมมอง 8K9 หลายเดือนก่อน
Rigging a full character in Houdini using APEX. Download the character geometry final rig here: maxrose.gumroad.com/l/dwpxee?_gl=1*1mj510e*_ga*MzIzNjU5MzQ3LjE3MDM5MjA3ODc.*_ga_6LJN6D94N6*MTcwMzkyMjcwNy4yLjEuMTcwMzkyMjg2MC4wLjAuMA.. 00:00 Intro 01:06 Model Setup 04:09 Joint Creation 07:27 Skinning 11:01 Proxy Geo 13:30 Refining the Skinning 16:14 Transfer the Skin Weights 18:12 Getting Ready for...
Rigging in Houdini with APEX: 05 | Spine
มุมมอง 3.2K10 หลายเดือนก่อน
How to rig a spine with APEX.
Rigging in Houdini with APEX: 04 | Tags
มุมมอง 3.8K10 หลายเดือนก่อน
A (somewhat) brief explanation on how and why to use tags in APEX.
Rigging in Houdini with APEX: 03 | Guides
มุมมอง 4.3K10 หลายเดือนก่อน
Rigging in Houdini with APEX: 03 | Guides
Rigging in Houdini with APEX: 01 | Simple FK
มุมมอง 12K10 หลายเดือนก่อน
Rigging in Houdini with APEX: 01 | Simple FK
Rigging in Houdini with APEX: 02 | Simple IK
มุมมอง 8K10 หลายเดือนก่อน
Rigging in Houdini with APEX: 02 | Simple IK
Creation of Anxiety | Timelapse Video
มุมมอง 214ปีที่แล้ว
Creation of Anxiety | Timelapse Video
Sculpting a Male Torso in 20 Minutes
มุมมอง 288ปีที่แล้ว
Sculpting a Male Torso in 20 Minutes
Endless Engines | Final Submission by Max Rose
มุมมอง 11Kปีที่แล้ว
Endless Engines | Final Submission by Max Rose
Sculpting a male head in Zbrush | In 30 Minutes
มุมมอง 500ปีที่แล้ว
Sculpting a male head in Zbrush | In 30 Minutes
10 Minute head Sculpt #2 | In one minute
มุมมอง 86ปีที่แล้ว
10 Minute head Sculpt #2 | In one minute
10 Minute head #1
มุมมอง 88ปีที่แล้ว
10 Minute head #1
Pissed off Memories | new single by Benttoenail, 2022
มุมมอง 156ปีที่แล้ว
Pissed off Memories | new single by Benttoenail, 2022
Artist vs. AI | Recreating an AI Generated Image | With Commentary
มุมมอง 589ปีที่แล้ว
Artist vs. AI | Recreating an AI Generated Image | With Commentary
Kim Jung Gi's Shark at the Dentist | 3D Time-lapse
มุมมอง 4.4Kปีที่แล้ว
Kim Jung Gi's Shark at the Dentist | 3D Time-lapse
BOT Page 5 Timelapse
มุมมอง 1373 ปีที่แล้ว
BOT Page 5 Timelapse
Remix of Event Boundary, by Cherub Bones
มุมมอง 1054 ปีที่แล้ว
Remix of Event Boundary, by Cherub Bones
Time Is Not Enough | Performance Using Vcv Rack
มุมมอง 2874 ปีที่แล้ว
Time Is Not Enough | Performance Using Vcv Rack

ความคิดเห็น

  • @VishnuSuresh-ud9ry
    @VishnuSuresh-ud9ry 5 วันที่ผ่านมา

    transform driver is not working after the spine setup and i m using H20.5 there are a lot of changes in apex

  • @moonknightneversleepztillt632
    @moonknightneversleepztillt632 7 วันที่ผ่านมา

    Non Destructive Rigging lol

  • @VishnuSuresh-ud9ry
    @VishnuSuresh-ud9ry 9 วันที่ผ่านมา

    in 20.5 you gotta mannally select the rig source in confiure control to work

  • @Geometrynode
    @Geometrynode 17 วันที่ผ่านมา

    Thanks for the tut! Do you still recommend doing eye look at this way after 20.5? Cheers!

  • @gregfoster126
    @gregfoster126 19 วันที่ผ่านมา

    is apex actually worth using, if I can already rig really well inside of maya? whats the main benifit

  • @DanTchislov
    @DanTchislov 19 วันที่ผ่านมา

    THANK A LOT !!! U are HERO!

  • @alecksnichtdabei713
    @alecksnichtdabei713 22 วันที่ผ่านมา

    orientation to the pivot point doesn't work after using Rig Doc..Setting Normals and Up-Vector... Initialize Transforms and Convert Instance Attributes. ... Orientation shows sideways upwards, but not along the joints. I already did the tut twice with the same output. Any solution? Houdini 20.5.332

  • @gtrzdaddy
    @gtrzdaddy 25 วันที่ผ่านมา

    This is a lot easier to understand than the tutorials provided by Houdini on APEX. Thank you so much!

  • @AndyHopper-w1f
    @AndyHopper-w1f หลายเดือนก่อน

    lol sorry but the dict_build node is now my new fav😂

  • @fernandocriativo3d74
    @fernandocriativo3d74 หลายเดือนก่อน

    Thanks for the tutorial! The Attribute Wrangle to correct the names "_L to _R" at the beginning, is working when I check with the Pack Node, but inside the subNetwork when I Split is messed up again. I don't know if it is a bug or what....20.5.278 here. Thanks!

  • @fernandocriativo3d74
    @fernandocriativo3d74 หลายเดือนก่อน

    Hey Max thanks for the tutorial, but for some reason the attribtransfer is not working @16:24, it is deforming the topring when connected to bonedeform.

  • @benjaminmarkus3290
    @benjaminmarkus3290 หลายเดือนก่อน

    Yeah this series has been great. The only issue I came across so far is that the settings on the sweep node to create the proxy geo needed to be really specific otherwise the jointcapturebiharmonic node would error out. This is most likely due to slightly differing versions of Houdini, because I copied the exact same numbers Max used, but it didn't work at first. It required some experimentation in both the radius field (1.784) as well as the scale ramp (1.242). In any case, I eventually got it to match, and maybe it doesn't need to be so perfect anyways once the jointcapturepaint nodes are added and smoothed. That said, I'd definitely be curious to see how rigging a full realistic biped from scratch would compare to this simple robot, especially in Houdini 20.5, since it seems some of the workflow has changed and I can't get all these Houdini 20 techniques to carry over to the newest version.

  • @fernandocriativo3d74
    @fernandocriativo3d74 หลายเดือนก่อน

    Very hard to follow along as it is supposed to be a Beginner Tutorial.

  • @TomCushwa
    @TomCushwa หลายเดือนก่อน

    Has this process been simplified in the new version of APEX? H20.5?

    • @AndrewBrowne3d
      @AndrewBrowne3d 8 วันที่ผ่านมา

      Yea there are some parts of apex that instantly makes sense. This lesson ooof it's a tough one to get through. Gonna take multiple viewings.

  • @alexwayland3463
    @alexwayland3463 หลายเดือนก่อน

    In 20.5 there is a new node called Attribute Adjust Array SOP for easy tagging!

  • @NikolaiBalashov-r8h
    @NikolaiBalashov-r8h หลายเดือนก่อน

    you simply the best✅

  • @Remy85
    @Remy85 หลายเดือนก่อน

    Thank you so much for these! Your playlist here on YT needs updating though. It's missing part 5 of the robot rig and lots of stuff is out of order. I only bring it up because some people might miss some of the videos that you put such great effort into. Thank you again!

  • @JafarDashti
    @JafarDashti หลายเดือนก่อน

    This series of Apex tutorials are so valuable, Thanks for this. A quick tip for the wrangle nodes, can press ctrl + (+ or -) in the editor to change the font size.

    • @maxrose8845
      @maxrose8845 หลายเดือนก่อน

      that's huge! never knew that. Thanks for the tip

  • @BananaPeelStudio000
    @BananaPeelStudio000 หลายเดือนก่อน

    Is there a way to add scale to the root in a way that we don't affect the sqash and strech strength?

    • @maxrose8845
      @maxrose8845 หลายเดือนก่อน

      Yup - when you initialize the rig with your first autorig component, make sure that you're promoting the scale channels along with the translate and rotation

    • @BananaPeelStudio000
      @BananaPeelStudio000 หลายเดือนก่อน

      @@maxrose8845 sorry no what i meant is the parameters min max and multyply that you make, act differently if we scale the whole rig, like on the root joint (or on a main one that here doesnt exist). would it be posible to add a scale that doesnt affect this parameters (pretty much ; how would you scale the whole rig as a last operation)

  • @kanaljarka
    @kanaljarka หลายเดือนก่อน

    Amazing stuff, thank you!

    • @maxrose8845
      @maxrose8845 หลายเดือนก่อน

      Always my pleasure

  • @vennd
    @vennd หลายเดือนก่อน

    Hey thanks for these videos! Much needed :) By the time I get to around 20:40 following your tutorial I get knee popping - what's the most common cause of that?

    • @maxrose8845
      @maxrose8845 หลายเดือนก่อน

      Knee popping comes from an IK arm or leg being straightened, or hyper extended. Does the ankle shift when you set the look constraint?

  • @ImaDegawa-fc2xy
    @ImaDegawa-fc2xy 2 หลายเดือนก่อน

    @maxrose8845 I was getting this warning from the component script >> "Input connection missing for in-place port /dict_set1:dict[in]." Consider using a Value node." I fixed it by connecting the "dict[in]" ports from both the "dict::set<float>" apex nodes to the "parms" input apex node but you didn't have to do that. Is it some kind of bug in Houdini 20.5.278?

    • @maxrose8845
      @maxrose8845 หลายเดือนก่อน

      No it's not a bug, a lot of the nodes now need their inputs connected, even if no information is being passed in. Think of it as the value -float, dict, whatever -needs to be initialized

  • @hc1803
    @hc1803 2 หลายเดือนก่อน

    Could you rig a hand next! I think that would be super useful! Thanks for this content, really great stuff!

    • @maxrose8845
      @maxrose8845 หลายเดือนก่อน

      I've gotten this request a couple of times. I've been really busy with work, but I'll see if I can get around to it

  • @noc2_art
    @noc2_art 2 หลายเดือนก่อน

    Hey there Max. Thank you so much for going through this topic. I do have a question; In the second component script in which you create a dictionary for the (single) blendshape, I saw that you had to create an individual 'dict_set_float' node that creates the blend# entry. But then, if we are to add or subtract bshapes it looks like we need to dig into the component script and fiddle with these nodes over and over again adding or deleting nodes like crazy. Doesn't this go against procedural workflow? What would one need to do to get the dictionary entries to update as the number of bshapes changes?

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      @@noc2_art you’re right, that setup would not bring in other blend shapes automatically. The solution is to loop through the packed geometry - as in the corrective shapes you create before you put them into the pack folder - when you create the geo array in the component script. It works like a charm

  • @phinnaeusoconnor
    @phinnaeusoconnor 2 หลายเดือนก่อน

    Attribute Adjust Array - create four entries and four values. Name first one 'ik' with no operation, second one operation 0 (point_0) and a value of 'root' and so on.

  • @ZodiacII
    @ZodiacII 2 หลายเดือนก่อน

    For any one can't make IK work like in video. Just change the name "arm_ikhandle" to "arm_IKHandle" in Control tab, everything will work normally

  • @gregorybennings8718
    @gregorybennings8718 2 หลายเดือนก่อน

    In the electra rig example they use attribute adjust array.

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      @@gregorybennings8718 that’s the way to do it since H20.5

  • @vitalizahar9343
    @vitalizahar9343 2 หลายเดือนก่อน

    Thanks for great tutorial. Is it possible in apex graph create analog of object merge sop for null nodes to prevent wire clutter?

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      @@vitalizahar9343 There needs to be a left to right flow with your component script setup, so you can’t really take different chains and merge them together like you can in sops. But, there is a new node - my favorite new node actually - called graph::merge. Create a graph::template node, through whatever you want into it, then use graph::merge to throw your custom graph setup directly into your rig graph. Super useful.

  • @cursivecrow
    @cursivecrow 2 หลายเดือนก่อน

    I'm having a hard time understanding the benefit of this, it seems like a significant amount of work to get a simple rig set up. I see you saying you can use it multiple times, but I can use a maya rig multiple times too. I just parent a new mesh to it and go; so...what is the actual benefit apart from taking 10x as much work to get the same output? This is a genuine question, I want to like Houdini; but it seems like so much extra effort for literally no benefit.

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      @@cursivecrow This is a great question. APEX in its current form is only slightly more than the raw framework, there’s very little top-level interaction. IMO, the autorig component node workflow is just a temporary solution. The future of what this framework will eventually become is more apparent when you look at some of the animation tools: the ability to dynamically change the parent is the clearest example. APEX will allow the user to update, add, or remove elements of their rig while remaining non-destructive, all within the viewport. The ball-rig is complex, but I think these early tutorials are important so we have a better understanding as to how this tool works.

  • @YashRoy-fq9ov
    @YashRoy-fq9ov 2 หลายเดือนก่อน

    for anyone wondering if there apex rig component is not working , just check if you have spelled the Base with capital " B " in pack folder , i made this mistake and quit 3 times wondering somethings wrong with houdini , hope this helps

    • @komooke
      @komooke หลายเดือนก่อน

      You're a lifesaver

  • @StringFairy
    @StringFairy 2 หลายเดือนก่อน

    My settings are completely different on the APEX autorig component

  • @SimonvandenBroek-zl5jp
    @SimonvandenBroek-zl5jp 2 หลายเดือนก่อน

    why don't we have to specify the [in] and [out] when connecting the nodes and the end? like before we had to to that for trs. We only do that if there are two versions of a port?

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      You need to specify the in and out of the ports when you're promoting. When you're connecting, you're establishing the in and out when you establish the source and destination nodes. The system figures that out for you

    • @SimonvandenBroek-zl5jp
      @SimonvandenBroek-zl5jp 2 หลายเดือนก่อน

      @@maxrose8845 ah! Thanks a lot! Great tutorials by the way. I was able to follow allong using apexscript!

  • @andersutterstrom6089
    @andersutterstrom6089 2 หลายเดือนก่อน

    I did it! Pretty proud of myself and I have thank you again for creating this course. I only have one unresolved technical problem which might be a bug in my version. The claw in the Robot's left arm flips 180 deg. when I activate the bonedeform APEX component node. I rebuilt the arm- and the APEX sections twice. If you have any idea where to look for a cause. Please let me know. Either way, Thank You again and I hope you continue creating tutorials like this one.Cheers!

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      @@andersutterstrom6089 That’s awesome! For the arm, try using a different ik autorig component for each arm, so leave mirroring off. If that doesn’t work, try throwing down an orient joints node on your joints before splitting them off to create your guide skeleton, and specify an up direction in the parameters of the orient joints node.

    • @benjaminmarkus3290
      @benjaminmarkus3290 หลายเดือนก่อน

      This was also happening to me. Setting up separate ik autorig components with mirroring off didn't seem to help, nor did adding an orient joints after the arm rigdoctor node, although it didn't seem to hurt. The fix I found was turning off the smoothik checkbox in the smoothik auto rig component. Looking at the version of Houdini 20 that Max is using, the node was coming in with it off by default, but the newest version of Houdini I'm on right now (20.0.751), it defaults to having it on, and that seemed to cause the claw flipping. I also switched off stretch, since it seemed weird for a hard surface character like a robot to have it on. Congrats on making it through though. The most frustrating part is everything has been updated in 20.5, so I'm also having trouble getting these techniques to work over there. Hopefully, Max can shed some light on this in some upcoming vids though. Definitely curious to see an organic character next!

  • @gr2662
    @gr2662 2 หลายเดือนก่อน

    Spectacular, thanks for this series of videos, I'm almost complete with my character! My only complaint is, why not with a human? Ha!

  • @dirtcreature3d
    @dirtcreature3d 2 หลายเดือนก่อน

    What’s up max, thanks for the awesome tutorials, I know apex is rapidly changing and with the update of h20.5 would you still say everything in these videos is the up to date approach or are there some things maybe we can simplify now?

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      Personally I can’t even work in H20 after using H20.5. Several things have gotten easier - I’m planning on making videos describing the changes starting mid August and September.

    • @Geometrynode
      @Geometrynode หลายเดือนก่อน

      ⁠@@maxrose8845I am really curious to see your approach to apex in 20.5 cant wait for these next vids, curious about this look at set up in particular. I was going to follow this tut but I’m wondering if you would still do it this way in 20.5.. Also I am curious about how to make the lookat setup also add deformation to the actual characters face, to give the eyes and the surrounding face+cheeks that natural fleshy realistic look we can expect when the eyes are moving around

  • @ripvangu
    @ripvangu 3 หลายเดือนก่อน

    thank you for the tutorial,i hope they simplify this in the future

    • @maxrose8845
      @maxrose8845 2 หลายเดือนก่อน

      @@ripvangu They will. They’ve been building the framework, and now that its set in place, they’ll make it more user friendly.

  • @Sintakaschannel
    @Sintakaschannel 3 หลายเดือนก่อน

    Hi max, thanks for your apex tutorial.🎉May I ask where did you found those blendshape parms needs to set manually? My blendshape does not work even follow step by step. I think the problem are those parms that I need to get more info, though the docs of apex are slim to none😢

  • @andersutterstrom6089
    @andersutterstrom6089 3 หลายเดือนก่อน

    I want to take this opportunity and thank you for a great tutorial. I walked into this one as you had provided a model. But, for me being a beginner it was hard, very hard. But, I feel I have accomplished something now and looking forward to the last chapter. Your teaching style is excellent and I learned a lot of tricks as well. Cheers!

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      I'm just glad these videos are helping people out, comments like yours really make my day. Cheers!

  • @blackspear217
    @blackspear217 3 หลายเดือนก่อน

    I sound like a broken record at this point but damn dude, I could binge watch all your videos in one sitting. I came here right after watching the APEX masterclass and frankly, I was discouraged. Apex seemed so convoluted and complex that I began to think that rigging in houdini perhaps just wasn't for me. After some more digging, I stumbled on your channel and it's been as if a thousand lightbulbs just went off. these videos no doubt take a lot of work to prepare but I'll selfishly admit that I hope you continue to upload and that I am extremely stoked to see your future videos. cheers man!

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      Damn, thank you. I really really appreciate it. If anything, I'm glad my videos are helping those lightbulbs go off - this stuff is complex but once you hop the barrier it starts to make sense, and actually becomes addictive. I'm taking a break from videos for the summer, but I've got some stuff lined up for the H20.5 changes.

    • @blackspear217
      @blackspear217 3 หลายเดือนก่อน

      @@maxrose8845 yeah exactly! What has helped me, is to approach this much like vops and vex, it takes time to understand what individual nodes do (much like learning a new language). Perhaps the major difference is that with vops or vex you’re usually working in a linear fashion meaning you’re focusing on building up one functionality at a time. In Apex, there’s often the case that you’re immediately exposed to multiple processes at the same time. And the fact that apex deals a lot with matrices when manipulating rig data, you’re exposed to the very back end of how rig data is interpreted into a visual context, something most Maya or blender users never have to worry about. But I’m all here for it! Enjoy the summer break, Max! looking forward to what you got cooking for 20.5, cheers!

  • @blackspear217
    @blackspear217 3 หลายเดือนก่อน

    Hey Max, just thought I'd drop a quick comment to thank you for these series. honestly, this is some of the best educational videos I have seen online. additionally, apex videos are still quite scarce on YT let alone using them on hardsurface characters (which are my absolute favorites and quite a bit different from organic characters). You're an absolute legend and if you've got a patreon or something, I'd love to support you. Cheers mate

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      Wow, thank you! Yeah I love rigging robots, always have. Don't have a patreon, but not adverse to starting one either

  • @chr1st0pher
    @chr1st0pher 3 หลายเดือนก่อน

    can't figure out what you did to rename the parms at 14:20

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      Middle click!

    • @yashroy1704
      @yashroy1704 2 หลายเดือนก่อน

      Thanks had the same issue 😂

  • @noc2_art
    @noc2_art 3 หลายเดือนก่อน

    You’re god sent Max, period! Thank you for all your efforts into making this Apex series! 🙏🙏🙏🫶🫶🫶

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      haha cool I'll take God Sent. Glad I could help 😄

  • @TomCushwa
    @TomCushwa 3 หลายเดือนก่อน

    I love the wide screen recording... It looks great on my wide screen monitor!

    • @benjaminmarkus3290
      @benjaminmarkus3290 26 วันที่ผ่านมา

      Definitely makes it difficult for those working with a double monitor setup though 🙂

  • @MrWandry
    @MrWandry 3 หลายเดือนก่อน

    Great series I love it, its exactly what I need for my owl creature! Quick tip, this Get_center_Line subnetwork can be done in one node called Match Size. It scales and even transforms whatever you put in there to the reference object (harmonica spine in this case).

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      Yup, match size is my favorite node now.

  • @TheLorsange
    @TheLorsange 3 หลายเดือนก่อน

    Hi, great lessons, btw, thank you so much!!! Can't force start IK to work in new APEX Autorig Comp node (looks slightly different than your in 20.0.724). Is there any chance to get detailed explanation what did I missed?

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      Is should be the same setup. Triple check your naming conventions, look at your mirroring options (if you're using them) and watch the naming of your controls. What problems are you having exactly?

    • @TheLorsange
      @TheLorsange 3 หลายเดือนก่อน

      ​@@maxrose8845 Sure, more I know Houdini more I realized it's my lack of knowledge instead of bugs lol. Just found out I missed some important things before applying IK. Could I bother you later if it didn't help?

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      You’re free to bother away

    • @TheLorsange
      @TheLorsange 3 หลายเดือนก่อน

      @@maxrose8845 solved, messed up with tags placement. Anyway big thank you for response

    • @TheLorsange
      @TheLorsange 3 หลายเดือนก่อน

      @@maxrose8845 Ok, I surrender... Realized how to work properly with tags, made active rig, but have problem with legs IK controls placement... According to shape deformation the IK legs should be placed not in front of the legs but from both sides... I guess it's because joint rotation, maybe... Need help

  • @kieljavate6855
    @kieljavate6855 3 หลายเดือนก่อน

    if you dont mind me asking isn't the space switching already solved in the animation state, where constraints can be created dynamically?

    • @maxrose8845
      @maxrose8845 3 หลายเดือนก่อน

      In this case, you could do it that way, for sure. But it's useful to have if you need the eyes to follow the head for a prolonged period of time.

  • @kieljavate6855
    @kieljavate6855 3 หลายเดือนก่อน

    oh so merging it straight skips the need to save a subgraph, thats cool

  • @OzAdi
    @OzAdi 3 หลายเดือนก่อน

    Another great tutorial! From the knowledge I accumulated watching your tutorials I was actually able to build a similar reverse foot rig before I even saw this tutorial. (a little less procedural than this one) here is a test quadruped rig I built for a weird cat model I found on the net, blend shapes seems too complicated for me at the moment, I hope 20.5 will simplify the process a little. th-cam.com/video/haitOn4bolE/w-d-xo.html

  • @bluecowanimation
    @bluecowanimation 3 หลายเดือนก่อน

    can i send you my rig? my banking and heel controls are no working in apex for some reason

  • @Geometrynode
    @Geometrynode 3 หลายเดือนก่อน

    Will there be any auto rigging coming to apex? Similar to rigify for humanoid characters, that come with bone deforming based facial rigs as well? The possibilities really seem awesome with apex and character workflows but at the moment this seems like too much work.