Brundlethwaite
Brundlethwaite
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Game Prototype BUILDING 004 Viewer State
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มุมมอง: 60

วีดีโอ

Game Prototype BUILDING 003 Corner Groups
มุมมอง 8221 ชั่วโมงที่ผ่านมา
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Game Prototype BUILDING 002 BUILDING Interior Floors
มุมมอง 5914 วันที่ผ่านมา
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Game Prototype 022 Houdini Plugin Package
มุมมอง 16421 วันที่ผ่านมา
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Game Prototype BUILDING 001 Separating The Floors
มุมมอง 101หลายเดือนก่อน
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Apex 009 Lookat
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Game Prototype 021 UNITY 010 Move The Character Along The Ground
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Game Prototype 020 UNITY Testing For The Ground Geometry
มุมมอง 33หลายเดือนก่อน
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Game Prototype 019 UNITY Debug Geometry
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Setting Up VSCode And Python For Houdini
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Game Prototype 018 BUILDING 001 Basic Setup
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Game Prototype 017 TERRAIN 000 Landscape Geometry
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Game Prototype 016 PLANNING The Character And The Environment
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Game Prototype 015 UNITY Player Animation Relative Movement Update
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Game Prototype 014 CHAR 004 Rigging The Prototype Character
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Game Prototype 013 UNITY Player Animation Relative movement
มุมมอง 424 หลายเดือนก่อน
Game Prototype 013 UNITY Player Animation Relative movement
Apex 008 Abstract Controls
มุมมอง 3094 หลายเดือนก่อน
Apex 008 Abstract Controls
APEX 007 Deforming Geometry
มุมมอง 2585 หลายเดือนก่อน
APEX 007 Deforming Geometry
APEX 006 Updates And Breaking Changes
มุมมอง 1905 หลายเดือนก่อน
APEX 006 Updates And Breaking Changes
APEX 005 Adding Nodes To A Network Using Graphs
มุมมอง 2615 หลายเดือนก่อน
APEX 005 Adding Nodes To A Network Using Graphs
APEX 004 FK Controls
มุมมอง 2655 หลายเดือนก่อน
APEX 004 FK Controls
Game Prototype 012 Unity:Adding More Animations Using A Blend Tree
มุมมอง 586 หลายเดือนก่อน
Game Prototype 012 Unity:Adding More Animations Using A Blend Tree
APEX 003 Packed Geometry Format
มุมมอง 3406 หลายเดือนก่อน
APEX 003 Packed Geometry Format
KineFX - BlendShapes And Geometry
มุมมอง 3676 หลายเดือนก่อน
KineFX - BlendShapes And Geometry
APEX 002 The Default Edit Graph Scripts
มุมมอง 4196 หลายเดือนก่อน
APEX 002 The Default Edit Graph Scripts
APEX 001 Storing And Displaying Information
มุมมอง 5796 หลายเดือนก่อน
APEX 001 Storing And Displaying Information
Game Prototype 011 UNITY Using Player Animation To Drive The Character Movement
มุมมอง 837 หลายเดือนก่อน
Game Prototype 011 UNITY Using Player Animation To Drive The Character Movement
APEX 000 A First Look At APEX
มุมมอง 2.4K7 หลายเดือนก่อน
APEX 000 A First Look At APEX
Game Prototype 010 UNITY Player Animation
มุมมอง 707 หลายเดือนก่อน
Game Prototype 010 UNITY Player Animation
Game Prototype 009 UNITY ECS Player Camera
มุมมอง 4077 หลายเดือนก่อน
Game Prototype 009 UNITY ECS Player Camera

ความคิดเห็น

  • @TomCushwa
    @TomCushwa 2 วันที่ผ่านมา

    This is a spectacular presentation of matrix deformations! Neo would be proud! Excellent stuff

  • @yunusemreklnc5321
    @yunusemreklnc5321 12 วันที่ผ่านมา

  • @prashantcgi
    @prashantcgi 15 วันที่ผ่านมา

    Hi thanks for the video it really helped, i have a question for me the autocomplete wont work when i create object of class, it work when i do hou. but it wont work in this situation import hou obj = hou.node("/obj"). # Works here geo = obj.createNode("geo", "mygeo") # dont work here is it same for you? thanks for the video :)

    • @brundlethwaite
      @brundlethwaite 15 วันที่ผ่านมา

      Unfortunately that is a limitation of the python code completion. I have not tried other LSPs but the default python setup in VSCode will only give completion when referencing libraries directly.

    • @prashantcgi
      @prashantcgi 10 วันที่ผ่านมา

      @@brundlethwaite Thanks for the reply, in case you find something on this please do let me know

  • @vojislavpavkovs9124
    @vojislavpavkovs9124 หลายเดือนก่อน

    You are one of the best Houdini tutors out there. I really like your rigging APEX and KineFX tutorials. Please keep what you doing sir! :)

  • @vojislavpavkovs9124
    @vojislavpavkovs9124 หลายเดือนก่อน

    This is so good! it gives a lot of clarity not only for kineFX but in rigging in general. Really appreciate it!

  • @nicolaastanghe475
    @nicolaastanghe475 หลายเดือนก่อน

    This doesn`t seem to work on linux. i wonder why.

  • @whdinasor
    @whdinasor 2 หลายเดือนก่อน

    Thank you!!!

  • @abhishek.vermaaa
    @abhishek.vermaaa 2 หลายเดือนก่อน

    I recently bought your Kinefx Humanoid course from Udemy and that was the purchase of my life, your content is amazing and on the point!

  • @jzbrothersurgut
    @jzbrothersurgut 2 หลายเดือนก่อน

    A wonderful lesson can I ask you how to implement the work of capturing a curve in APEX, like there are a lot of bones around the mouth, but in order not to control each bone from the sets, I make a nurbs curve and use RIGVOP to control the entire curve around the mouth, but I have only a few control points how to transfer control to APEX I do not know or tried to do something similar with wiredeform, but I also don't know how to make friends with APEX

  • @taohong2332
    @taohong2332 2 หลายเดือนก่อน

  • @playboy8303
    @playboy8303 2 หลายเดือนก่อน

    man please explain in simple way.......

  • @DevGods
    @DevGods 3 หลายเดือนก่อน

    What are the reasons you continue with Unity over Godot or Unreal Engine?

    • @brundlethwaite
      @brundlethwaite 3 หลายเดือนก่อน

      Ideally this will be running on the Frimble engine but I do not know If it will ever get that far. This is a prototype so it may never be released other considerations are. - My interest here is animation and Rigging not programming or releasing a game Unity is the easiest to deal with at the moment. - Unity is easy to use, I know it and it is the most fun to work with at the moment. - As this is a prototype Unity is free. - Unreal would be far more expensive than Unity (even if they had implemented that stupid pricing scheme). - If I release the game It would be for consoles Godot has no support and would end up being more expensive than Unity. - Godot does not have Houdini Engine support. - Flax does not support graphics tablets. - Flax does not have native Houdini engine support. - Cryengine does not have proper UI and requires defunct commercial software. - Cryengine does not have native Houdini engine support. - Programming in Unreal is horrible and is it weakest area. - For game logic I do not want to use blueprints as they and not efficient and have worse performance that C++. - I do not want to use C++ I would prefer to work with C, Odin or C#. - Animation is Unreal's weakest area Unity is far easier to work with here. - Animation import and Export it Unreal's weakest area. - Unreal's coordinate... - Unreal's syntax..... ... ... This is a little brief, I start to give some more reasons but I do not want this to become a long list and I do not have the time to go into even the basic reasons as each of them require context and explanation to make sense.

    • @DevGods
      @DevGods 3 หลายเดือนก่อน

      @@brundlethwaite no way! Unreals animation is weaker than unity’s? I spent sometime with Unity and hated C++ until I started using it and now I look at c# as a jumbled mess lol. I do like Unity’s DOTS I almost switch back to it because of that alone.

    • @brundlethwaite
      @brundlethwaite 3 หลายเดือนก่อน

      "no way! Unreals animation is weaker than unity’s?" What relevance does this have? I did not make a feature comparison? This is not a reason or advice on choosing. And it is not relevant to anybody by me, for this specific project. " I spent sometime with Unity and hated C++ until I started using it and now I look at c# as a jumbled mess lol." What relevance does this have? This is not a programming language comparison? These are really bullet points as they applies to this specific project. I am not going to spend days (or for this topic months and years) of my life trying to explain the specifics. You asked me why I am working with Unity you did not ask me why someone else should.

    • @DevGods
      @DevGods 3 หลายเดือนก่อน

      @@brundlethwaite From your first reply "- Animation is Unreal's weakest area Unity is far easier to work with here." I was replying to this. Maybe you worded this wrong? From your first reply "- I do not want to use C++ I would prefer to work with C, Odin or C#. " I was replying to this point. I used to prefer c# now I look at it different after using C++ My question initially was to see whats stopping you from converting to UE. I presented some slight counter arguments to push you towards it. Since your content + Unreal would be beneficial to me. No disrespect to you or unity was intended

    • @brundlethwaite
      @brundlethwaite 3 หลายเดือนก่อน

      "My question initially was to see whats stopping you from converting to UE." You did not state that. You said "What are the reasons you continue with Unity over Godot or Unreal Engine?" which is a completely different question. I am not converting from anything I currently have projects in Unreal, Unigen, Flax, Godot, Cocos2D and Stride and Cryengine. Not all of the projects are fully active but I none are discarded. So if you had asked the first me about converting I would have said that I am using Unreal different projects instead of why I am using Unity in this one. You also chose to ignore the final statement where I said that each of the points was highly contextual. As well as the first statement.

  • @tekanobob
    @tekanobob 3 หลายเดือนก่อน

    superb. bonecapture regions were confusing

  • @Terry_Williams
    @Terry_Williams 3 หลายเดือนก่อน

    Excellent video, thanks.

  • @DevGods
    @DevGods 3 หลายเดือนก่อน

    Thanks for this. This helped me get to the bottom of my issue!

    • @talesofthedeparted
      @talesofthedeparted 3 หลายเดือนก่อน

      Good to hear. The group and point number issues took me a while to figure out and they can be tricky.

  • @DevGods
    @DevGods 3 หลายเดือนก่อน

    I'm trying to follow this in H20 using a mesh that has existing blendshapes. I have copies of that mesh that have different body shapes but when I view my blend shape the mesh explodes

  • @nictanghe98
    @nictanghe98 4 หลายเดือนก่อน

    Anny way to do this in a way that the Ik chains don`t go over set limits ?

    • @brundlethwaite
      @brundlethwaite 4 หลายเดือนก่อน

      This is limiting the controls not the joints. There is no built in limit to control IK chains (you can make one manually in vex or VOPS). You can force IK chins them to return to an original pose using rest transforms. Using rest transforms will stop you joints from going beyond a straight line as they will always return to the default. I do not think this applies to the IKchains node. As that uses the 2 bone Ik VOP. But if you use the IK Solver VOP you have the rest angles mode.

    • @nictanghe98
      @nictanghe98 3 หลายเดือนก่อน

      @@brundlethwaite I`ve switched to apex. I think its to much work to build a costum one as a generalist. so i`ll skip over it for now. THX for the reply !

  • @GameDevNerd
    @GameDevNerd 4 หลายเดือนก่อน

    What was the goal? To move the character with a control stick relative to the direction you're currently facing? Like you push up on the stick and he walks forward even if you're looking back at the camera?

    • @brundlethwaite
      @brundlethwaite 4 หลายเดือนก่อน

      The character needs to move relative to the camera. So the controller is essentially moving the character in screen space. But the character is not being driven by the controller but is using root motion and is purely driven by the animation. Essentially this is a animation prototype 1st and if I get a good results from that I may turn it into controller prototype. There is also some tool creation that is incidental to the prototypes/

    • @GameDevNerd
      @GameDevNerd 4 หลายเดือนก่อน

      @@brundlethwaite ah, I gotcha. Root motion can be tricky but is well worth it in the long run.

  • @nicolaastanghe475
    @nicolaastanghe475 4 หลายเดือนก่อน

    autorig throws Error Invalid source /obj/APEX_2/autorigcomponent1/error_if_no_character_input. (Error: Unable to cook the test input.). in 20.0.649 Error Invalid source /obj/APEX_2/autorigcomponent1/bypass_add_rig. (Error: Unable to cook the test input.). Warning Input must be of type character. Current type: Apex Graph in 20.0.625

  • @nicolaastanghe475
    @nicolaastanghe475 4 หลายเดือนก่อน

    Dive into the subnet and change the port name on the input or output node. Rename ports by MMB clicking the port name.

  • @rebeccaneuer3408
    @rebeccaneuer3408 4 หลายเดือนก่อน

    can you show us how to do an ik/fk switch ?:)

  • @Electric838
    @Electric838 4 หลายเดือนก่อน

    thank you for this tutorial. I havn't done character rigging in houdini before and i think this is really helpful for me.

  • @jzbrothersurgut
    @jzbrothersurgut 5 หลายเดือนก่อน

    Please explain how to set up LookAT for eye control

  • @fastlearner292
    @fastlearner292 5 หลายเดือนก่อน

    Niiice

  • @Geometrynode
    @Geometrynode 5 หลายเดือนก่อน

    Will you please consider doing a facial rigging tutorial for houdini? Besides blendshapes, what is a good method for facial rigging with actual deformers? Can you use this method in this video for a curve based facial rig?

    • @brundlethwaite
      @brundlethwaite 5 หลายเดือนก่อน

      There are a series of videos for the prototype for a bone based rigging system on my Patreon. I am working on a full course but editing and recording takes a long time and I have had a lot of interruptions so it is taking a lot longer than I want. Personally I dislike blendshapes as bone based rigs give much better interpolation so will be a bone-based course. Unfortunately it will have to be a paid course. I cannot justify placing it on TH-cam for free as it I too much work to do for no compensation when I have a very limited income.

  • @dilosilv611
    @dilosilv611 5 หลายเดือนก่อน

    I don’t understand it. Laying down a lot of nodes just to add one node?

    • @brundlethwaite
      @brundlethwaite 5 หลายเดือนก่อน

      When you want to extend a rig using the auto-rigging nodes you will need to create scripts like this this is the starting point for doing that.

  • @fastlearner292
    @fastlearner292 5 หลายเดือนก่อน

    I haven't completed the video yet, but I'm genuinely impressed by your ability to explain even the most smallest details with clarity. Very surprising to see that your videos get so little views, you totally deserve more recognition

  • @jzbrothersurgut
    @jzbrothersurgut 5 หลายเดือนก่อน

    please do the simplest lesson on BlendShape in Apex, from the very beginning and not already on the finished scene, just take a ball and change its geometry by moving the control point, what is so difficult?

  • @headandshoulders6432
    @headandshoulders6432 6 หลายเดือนก่อน

    Great tutorial. But what does that MONOCamera script include? How to access the camera transform?

    • @brundlethwaite
      @brundlethwaite 5 หลายเดือนก่อน

      This is not really a tutorial it is more documentation of me screwing around. I setup the MONOcamera in this video: th-cam.com/video/l2OLPgTS0tU/w-d-xo.html Since the camera cannot be accessed by ECS and is a monobehaviour we need to create a hook with a monobehaviour script attached to the camera. This is the script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class MONOCamera : MonoBehaviour { public static UnityEngine.Camera Camera; public void Awake() { Camera = GetComponent<Camera>(); } }

  • @peterhamlin1296
    @peterhamlin1296 6 หลายเดือนก่อน

    great stuff! why are yoy changeging the default transform option to "into this node" in object merge node? I never fully understood that?

    • @brundlethwaite
      @brundlethwaite 5 หลายเดือนก่อน

      That is really just habit and does not have that much effect here. The "Into this node" option allows you to use the obj/ level transforms into the sop level. If you have an object containing a mesh and you transform it at the object level and then try to bring it into a separate sop you will not have the obj level transforms affecting the geometry so you will only get the local position not the global position.

  • @Jayaims007
    @Jayaims007 6 หลายเดือนก่อน

    Thanks for your guidance. How might I deal with the flipping of matrix? The following flipEuler method is the closest I got to what I would like from the net. float round(float target; float tens) { target *= tens; target += 0.5; target = floor(target); target /= tens; return target; } float round(float target; int places) { float tens = pow(10.0f, places); return round(target, tens); } vector round(vector target; int places) { float x = round(target.x, places); float y = round(target.y, places); float z = round(target.z, places); return set(x, y, z); } float wrapAngle(float angle) { angle = (angle + 180) % 360 - 180; return angle; } vector wrapAngles(vector v) { v.x = wrapAngle(v.x); v.y = wrapAngle(v.y); v.z = wrapAngle(v.z); return v; } int eulerAxisIndex(string axis) { if (axis == "X") return 0; if (axis == "Y") return 1; if (axis == "Z") return 2; return -1; } vector flipEuler(vector euler; string rotationOrder) { vector ret = radians(euler); string inner_axis = rotationOrder[0]; string outer_axis = rotationOrder[2]; string middle_axis = rotationOrder[1]; ret[eulerAxisIndex(inner_axis)] += M_PI; ret[eulerAxisIndex(outer_axis)] += M_PI; ret[eulerAxisIndex(middle_axis)] *= -1; ret[eulerAxisIndex(middle_axis)] += M_PI; return degrees(ret); } vector fixEuler(vector euler; vector orientation; string rotationOrder) { vector fixedEuler = set(euler.x, euler.y, euler.z); float dotp = dot(radians(orientation), normalize(radians(fixedEuler))); if (dotp < 0) { fixedEuler = flipEuler(fixedEuler, rotationOrder); } return fixedEuler; } matrix localTransform = point(0, "localtransform", i@ptnum); matrix refLocalTransform = point(0, "rest_localtransform", i@ptnum); matrix3 curRotationMatrix = polardecomp(matrix3(localTransform)); matrix3 refRotationMatrix = polardecomp(matrix3(refLocalTransform)); matrix3 offsetMatrix = curRotationMatrix * invert(refRotationMatrix); vector offsetEuler = cracktransform(0, 0, 1, { 0, 0, 0 }, offsetMatrix); vector orientation = cracktransform(0, 0, 1, { 0, 0, 0 }, refRotationMatrix); vector fixedEuler = fixEuler(offsetEuler, orientation, "XYZ"); fixedEuler = wrapAngles(fixedEuler); fixedEuler = round(fixedEuler, 1); if (fixedEuler.x == -180) fixedEuler.x = 0; if (fixedEuler.y == -180) fixedEuler.y = 0; if (fixedEuler.z == -180) fixedEuler.z = 0; v@rotation = fixedEuler;

    • @talesofthedeparted
      @talesofthedeparted 6 หลายเดือนก่อน

      What solvers are you using that are flipping? I make my transforms manually so that I know they are consistent. So I avoid flipping by always having matrices that do not flip (with the exception of quaternion rotation based spines). This is something that is very difficult to explain without knowing what your scene is doing. But I will try to make a video explaining my approach a cannot give an ETA though.

    • @Jayaims007
      @Jayaims007 6 หลายเดือนก่อน

      @@talesofthedeparted Thanks for the reply. I will be looking forward to your video explain your approach. I have been trying to figure this out ever since your deformation videos. I don't thing I am using any solver. Here is a link to my hip file: drive.google.com/file/d/1Hdvh2Vmc3VXx-fSRN4kuU90WfaLgO3Cx/view?usp=drive_link.

  • @jzbrothersurgut
    @jzbrothersurgut 6 หลายเดือนก่อน

    how to implement Eye Tracking of a target using APEX, please show?

  • @namnam6074
    @namnam6074 6 หลายเดือนก่อน

    Amazing, thank you so much! The process is quite confusing and you are the only one covering it in detail, thank you for all your KineFX videos! Do you perhaps have experience in linking the blenshapes to live mocap using the MocapStream node and Live Link?

    • @brundlethwaite
      @brundlethwaite 6 หลายเดือนก่อน

      Unfortunately no. That is beyond the current scope of my personal projects and I do not have access the equipment needed. I have done some basic setups for facial animation using Computer Vision Libraries and have a facial setup for that but that does not use the MocapSteam node. I do want to get a mocap suit eventially but I cannot afford it at present. For my rigs I am currently using pose space blendshapes driven by expressions for my automatic deformations.

    • @namnam6074
      @namnam6074 6 หลายเดือนก่อน

      I see, well thank you anyhow! Your videos are immensely helpful for all things KineFx. They helped me get the blendshapes working I just need to figure out how to the load some sort of facial anim to drive them.@@brundlethwaite

  • @jzbrothersurgut
    @jzbrothersurgut 6 หลายเดือนก่อน

    Please show us with simple examples how to set up LOOK Att eye tracking for the controller and a simple blendshape in APEX, not on ready-made rigs, but from beginning to end with simple examples, thank you in advance!

  • @miroslavpivonka5558
    @miroslavpivonka5558 6 หลายเดือนก่อน

    Thank you, awesome APEX videos. I look forward to next episode Will you create video, how to make "look at" for eyes?

  • @getschwifty864
    @getschwifty864 6 หลายเดือนก่อน

    These videos are so informative and helpful! Thanks so much!

  • @fastlearner292
    @fastlearner292 6 หลายเดือนก่อน

    Very good and succinct explanations. Looking forward to more APEX tutorials. This thing feels so damn hard

  • @psycodestudio
    @psycodestudio 6 หลายเดือนก่อน

    Counting on this project’s progress. 😅

  • @3sisters3000
    @3sisters3000 6 หลายเดือนก่อน

    Hi, great tutorial! Could find it in search since it doesn't mention Houdini, but someone just recommended. I am still trying to figure out two key things in APEX. 1 - How to make a simple skeleton blend like in KineFX, for animators? Can we actually have a slider in parameters, or it could be only connected to a control, like the IK/FK switch on the chicken in 3D space? 2 - How can we bring an existing animation to APEX? We have motion capture, perfectly retargeted to a skeleton (with KineFX). There is a demo file from Esther of KineFX/APEX that is nice, but it's actually retargeting to the controls, and there are some jumps and flips etc. If we have the animation on the exact same skeleton, can we bring it to APEX (I think devs mentioned some rig inversion in a chat, but couldn't find any info about it), and animate with a rig on top of mocap? Do you have any idea on these? Thanks!

    • @brundlethwaite
      @brundlethwaite 6 หลายเดือนก่อน

      These are the same places where I am having the most frustration. I will get to blends. But form what I have got working sliders are not great. At the moment it is easiest to work with on screen controls (which is not something that I like as I favor slider interfaces). Unfortunately there is nothing listed in the documentation but this is something that I am looking for solutions to. As for mocap I would personally stick with KineFX as it so flexible and unless you have extreme slowdown you will be loosing a ton of flexibility. The APEX setup gives you a lot more performance but the mocap approach is far more limited and is not dynamic. I have done some testing but am not yet satisfied with anything. So I am working on these and still have plenty of things to try but there are no real options that I am satisfied with yet.

    • @danielshamota
      @danielshamota 6 หลายเดือนก่อน

      @@brundlethwaite Thanks, yeah, just willing to use all the Animate state cool things, like constraints and locators, to clean up and adjust mocap data, since constraints in KineFX are pain.. And I feel like it's there just need to figure out how to set it up properly. Generally I've extracted controls (actually the whole skeleton) and retargeted with KineFX, and brought it back with ControlUpdateParms, now need to figure how make it work with all the IKs, and animate on top of it

  • @duncanbuckley7020
    @duncanbuckley7020 6 หลายเดือนก่อน

    Always a pleasure to see a video on this stuff. Thanks for your hard work it’s appreciated

  • @boyanpopyanev911
    @boyanpopyanev911 6 หลายเดือนก่อน

    Awesome stuff. In these series will you be covering how to setup blendshapes in apex?

    • @brundlethwaite
      @brundlethwaite 6 หลายเดือนก่อน

      I will try and I do intent to but It depends on time. I still need to do a lot of videos on FEM for example but I have not got round to them. I also want to do hair and cloth with kineFX rigs for game engines as well as secondary motion but those are a long way in future at the moment.

    • @boyanpopyanev911
      @boyanpopyanev911 6 หลายเดือนก่อน

      Awesome looking forward to it, especially the blendshapes@@brundlethwaite

  • @krylonpoet
    @krylonpoet 7 หลายเดือนก่อน

    This is great! Always so articulate. I like how you have started out with an apex only network, without a skeleton or skin. Lots of good tidbits in there too!

  • @aaaaaaaaaa_aaa_aaaaaaaaaaa
    @aaaaaaaaaa_aaa_aaaaaaaaaaa 7 หลายเดือนก่อน

    Thanks for the video. I didn't get the purpose of changing point positions when moving nodes in APEX Graph...

    • @YomuKaigen
      @YomuKaigen 6 หลายเดือนก่อน

      From my limited understanding, it's basically a visual representation of how the apex graph is stored as geometry data. Each node in the APEX graph is represented as a point with attributes. I too found it rather bizarre at first but I think SideFX simply chose to store graph the data as geometry and the visualization is more of a side effect than a purpose. There's probably a better reasoning for storing the data as geometry instead of something like a text document.

  • @gregorybennings8718
    @gregorybennings8718 7 หลายเดือนก่อน

    Looking forward to more videos.

  • @playboy8303
    @playboy8303 7 หลายเดือนก่อน

    Awesome brother ! gonna use this approach until APEX is Production Ready

  • @Fafebobo
    @Fafebobo 7 หลายเดือนก่อน

    Than you very much for this video!

  • @krylonpoet
    @krylonpoet 7 หลายเดือนก่อน

    I’m happy you are continuing with this series despite unity’s recent debacle. I love you videos, you are very articulate. Do you have any plans to do some videos on Houdini 20 and rigging in APEX?

    • @brundlethwaite
      @brundlethwaite 7 หลายเดือนก่อน

      Yes I am going to do some APEX videos.

    • @krylonpoet
      @krylonpoet 7 หลายเดือนก่อน

      Looking forward to it

  • @playboy8303
    @playboy8303 7 หลายเดือนก่อน

    Awesome video man, but too complicated lol

  • @3sisters3000
    @3sisters3000 8 หลายเดือนก่อน

    Do you know how can I embed a texture to exported character? The ROP FBX Character output requires and fbx_material_name attribute, but where do I need to connect my textures? I've tried assigning a principled shader, also converting it afterwards from shopmaterial_path to fbx_material_name, uvquickshade node, but no success. Embed media on the ROP is on.

    • @brundlethwaite
      @brundlethwaite 8 หลายเดือนก่อน

      You can take a look at this video: th-cam.com/video/mLTCSJdHGo0/w-d-xo.html FBX is not good at transferring materials so this is very limited. It was orriginally designed to get animation out of motion builder and into PowerAnimator (replaced by Maya) and Softimage 3D (replaced by XSI). It is mostly a motion capture format and was not supposed to be updated. Autodesk have updated it a little but that is minimal. The materials have never been updated as far as I know and materials now are very different from 1996.

    • @3sisters3000
      @3sisters3000 8 หลายเดือนก่อน

      @@brundlethwaite Thank you! Gotta check it out now. We just want an albedo texture in viewport while working with a character in KineFX. Characters exported from other DCCs are coming with textures, so that's what we are looking for

  • @darkarps
    @darkarps 8 หลายเดือนก่อน

    bang on, so helpful... thank you very much sir