APEX Character Rigging in Houdini | 1/5 - The Spine

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  • เผยแพร่เมื่อ 3 ต.ค. 2024

ความคิดเห็น • 48

  • @JafarDashti
    @JafarDashti หลายเดือนก่อน +2

    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 +1

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

  • @i20010
    @i20010 9 หลายเดือนก่อน +7

    Thank you very much for these Apex tutorials! I think you're one of the first on YT. Very appreciated!

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน +1

      True there's not a ton of info out there, but it'll come. You're very welcome 😀

  • @theartscanut7355
    @theartscanut7355 9 หลายเดือนก่อน +2

    I'm a simple guy, I see max rose's tutorials and click

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      🤷‍♂

  • @AndreRosh
    @AndreRosh 9 หลายเดือนก่อน +1

    Thank you for APEX tutorials, especially in 4k. Cant for for quadruped technics =)

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      For sure! Glad you liked them

  • @wolfman202
    @wolfman202 9 หลายเดือนก่อน +2

    Thank you , i was so waiting for something like this :)

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      So was I 😆

  • @Kachewie_
    @Kachewie_ 9 หลายเดือนก่อน +1

    Was watching your other apex videos yesterday and was really hoping you would make more. Guess its my lucky day.

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      Glad I could make your day

  • @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.

  • @fastlearner292
    @fastlearner292 9 หลายเดือนก่อน +1

    Omg this is the best new years gift ever 😭. Thank you so much! And I wish you a very Happy New Year to you sir!

  • @photoindra
    @photoindra 9 หลายเดือนก่อน +1

    Best New Years gift! Thanks for those tutorials!

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      Thank you and happy new year!

  • @MaxCrow
    @MaxCrow 9 หลายเดือนก่อน

    this is a great way of skinning a spine, I always painted the weights like a sadist but this way is much bettter, thanks.

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน +3

      You use Houdini, why do things simply?

    • @benjaminmarkus3290
      @benjaminmarkus3290 หลายเดือนก่อน

      @@maxrose8845 I was gonna suggest match size now as well. Seems to be the procedural modeler's node of choice :-).

  • @yeseongkim682
    @yeseongkim682 9 หลายเดือนก่อน +1

    YES! Thanks for the tutorial !

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      You’re very welcome

  • @kreevoz9577
    @kreevoz9577 9 หลายเดือนก่อน +2

    I greatly enjoy how clean the audio in your vids is. I spotted an older vid of yours in which you make some music, so maybe that is why you know how to sound nice. Much easier to focus onto the technical workflow you show that way.
    I always die internally when encountering tutorials on YT that are full of mouth clicky noises and a signal to noise ratio of HELL with a maximum volume that is so low that I wonder just what is wrong with people.... anyway. xD
    You present the technical content in a clean, effect way also which is great. Happy new year!

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      I have a decent mic and a focusrite Scarlett - figured I’d use them. Thanks for the love :)

    • @kreevoz9577
      @kreevoz9577 9 หลายเดือนก่อน

      @@maxrose8845 Ah a Scarlett. 3rd or 4th gen?

  • @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.

  • @fraenkfurt
    @fraenkfurt 8 หลายเดือนก่อน +1

    Max. You simply rock. This is so awesome. Is it possible to import a pre-skinned character via fbx (just joint-definition and geo with weights) into Houdini without getting any limitations in terms of the KineFX/APEX workflow or would you recommend creating the skincluster and joints always in Houdini?
    Thank you so much again for this excellent tutorial!

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน +1

      Thank you! Yes you can definitely import a skinned character with zero limitations. You just get all the great stuff Houdini offers

  • @Shaolinfool_animation
    @Shaolinfool_animation 9 หลายเดือนก่อน +1

    Hey Max! Thank you for taking the time to make these tutorials. If I take a skeleton from an animated mesh from cascadeur, will I be able to use that skeleton and bind it to a different character mesh in houdini? Then would I be able to use APEX to set up a rig for that newly created mesh? Let me know if that question made sense. And thanks again for these tutorials.

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน

      A better approach would be to create a skeleton and bind your character mesh first, using something like Mixamo or Accurig. Then, using KineFx retarget your character's skeleton to the cascadeur animated skeleton. What's awesome is that you can use this approach with an APEX rigged character, so all of your controls will be driven by the Cascadeur animation. Check out this video from H20 HIVE --> th-cam.com/video/2bjPTvkpNC0/w-d-xo.htmlsi=ERpwqicRvS1hE6F6&t=1855

  • @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.

  • @damjanmx
    @damjanmx 9 หลายเดือนก่อน +2

    Thank you max, great stuff! Question - could you just use MatchSize to center and align the Line to the spine mesh?

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน +1

      Yes that's way easier. Everyone - do what he says!

    • @reasonsreasonably
      @reasonsreasonably 8 หลายเดือนก่อน

      @@maxrose8845 Love your videos, but yeah... That 'quick' way to make the line match was 9 nodes... :( Matchsize was :chef's kiss:

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน

      @@reasonsreasonably 🤣

  • @KarelChytilArt
    @KarelChytilArt 8 หลายเดือนก่อน

    Thanks

  • @jzbrothersurgut
    @jzbrothersurgut 8 หลายเดือนก่อน +1

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

    • @maxrose8845
      @maxrose8845  7 หลายเดือนก่อน

      Hey that tutorial is in the works

  • @jzbrothersurgut
    @jzbrothersurgut 4 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

  • @jim754
    @jim754 4 หลายเดือนก่อน +1

    Hi max rose, Thanks for your tutorials. I encountered a problem now. I can't deform the shape use rigpose like you(14:42), all translate when I translate a point(example the top point), and all rotate when I rotate a point. Do you know the cause? the version is 20.0.547

    • @maxrose8845
      @maxrose8845  4 หลายเดือนก่อน

      You mean the whole joint chain moves no matter what joint you translate? Not sure without looking at it.
      Often times when something weird like this happens, just backtrack - recreate nodes, setups, joint chains, and usually the problem fixes itself.

    • @jim754
      @jim754 4 หลายเดือนก่อน

      Thanks for your reply. Not the whole joint chain move, it's the mesh of sweep, the joint chain is ok. The mesh of bottom can't stay there when I rotate the top point of rigpose. I checked it many times. I am confused.

  • @MaxAbrahamsson-t2p
    @MaxAbrahamsson-t2p 9 หลายเดือนก่อน

    This series is brilliant, thank you so much Max!
    I'm a longtime Maya user who's just now getting into Houdini. I can keep up, but only barely haha!
    How are you hiding the rest of the character and rig when working on the spine part of the node-graph? It looks similiar to what "Isolate select" would do in Maya, but I don't know how to achieve it in Houdini. I keep seeing all of the character in the viewport, even when moving the display flag around down the "null4" graph. Thanks again!

    • @maxrose8845
      @maxrose8845  9 หลายเดือนก่อน +1

      Awesome glad you enjoyed it! 10+ years in Maya myself. Houdini's the future my friend :D
      My guess is maybe in the "split" node? Hard to tell without looking at your file, but you might have separated the pieces properly. If you have separated them, make sure the last node of the chain is activated by pressing "R" on the keyboard. There's another technique I'm using a lot (which I forgot to mention), and that's to select a node and press "E". This will template the node, so that you can still it's geo while working somewhere else.

    • @MaxAbrahamsson-t2p
      @MaxAbrahamsson-t2p 8 หลายเดือนก่อน

      Thanks for getting back to me! Eventually found that It was a viewport setting that was defaulted to "Ghost Other Objects", switching to "Hide Other Objects" gave me the same display results as you :)@@maxrose8845

    • @benjaminmarkus3290
      @benjaminmarkus3290 หลายเดือนก่อน

      My first guess would be you need to turn on hide other objects in the top right of the scene view if you have other geo nodes displayed in the root obj context