APEX | Eye Rigging in Houdini | Part 2

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  • เผยแพร่เมื่อ 15 ต.ค. 2024

ความคิดเห็น • 15

  • @erichocean8746
    @erichocean8746 7 หลายเดือนก่อน

    Thanks for doing these, they are very helpful.

    • @maxrose8845
      @maxrose8845  7 หลายเดือนก่อน

      You’re welcome!!

  • @AerysBat
    @AerysBat 4 หลายเดือนก่อน

    Interesting stuff. The rigging context from the last video seemed like it was coming along nicely. This control script context still looks quite raw. Doing things like typing `transform::Slerp` into an input box seems like prodding around in the dark. Probably just needs some new UI and additional nodes.

  • @dirtcreature3d
    @dirtcreature3d 3 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  3 หลายเดือนก่อน +2

      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 2 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

  • @ashbryanvedder5729
    @ashbryanvedder5729 4 หลายเดือนก่อน +1

    amazing work man, thank you! do you know if there's anyway to work some sort of ribbon rigging in apex to build a squash and stretch rig? any info would be really appreciated :)

    • @maxrose8845
      @maxrose8845  4 หลายเดือนก่อน +1

      Haven't tried it myself, but I make a video on how to create a ball rig which includes a squash and stretch setup. Rigging in maya and houdini share the same fundamental rules, so the trick is to figure out how to do it in maya first (since there's tons of documentation), then port it over to Houdini.

    • @ashbryanvedder5729
      @ashbryanvedder5729 4 หลายเดือนก่อน

      @@maxrose8845 awesome thank you man, gonna look into it, antcg has a whole series on building the ribbon rigs, gonna try to get it working on apex and let you know

    • @maxrose8845
      @maxrose8845  4 หลายเดือนก่อน +1

      @@ashbryanvedder5729 Antcg is awesome. A lot of what I'm doing is recreations of his setups.

  • @AndyHopper-w1f
    @AndyHopper-w1f หลายเดือนก่อน

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

  • @reasonsreasonably
    @reasonsreasonably 6 หลายเดือนก่อน

    Love what you are doing, but I just can't follow along due to having a job. I mean, there is a lot to this system, and there is just too many new concepts to get under my belt, along with the tedium.
    Eventually, once you think the system is ready to be used, please let us know. The Unreal 5.4 rigging looks to be a system worth investigating while APEX gets streamlined/ shelf tooled so we can have something more easily started.
    Thanks tremendously for your work!

    • @maxrose8845
      @maxrose8845  6 หลายเดือนก่อน +1

      All good man, definitely check out what Unreal is doing, they're constantly leveling up the 3D game.

  • @erichocean8746
    @erichocean8746 7 หลายเดือนก่อน

    To anyone reading this: the way you develop with APEX is you begin by building a concrete, one-off graph of "what you want", then you translate that graph into a rig script that **creates that graph for you**. The latter is ugly, and very meta. It would be GREAT if you could run a Python script that took in the "concrete, one-off graph" and produced the corresponding "rig script that **creates that graph for you**. That would save a ton of node work that is purely manual labor at this point.

    • @maxrose8845
      @maxrose8845  7 หลายเดือนก่อน +1

      That’d give you the best of both worlds, for sure.