This was a really interesting tutorial, I've been interested in APEX but I wasn't sure how to approach it, and this made it easy to get started. Thank you very much.
@@maxrose8845please. I'm tired of spinning my wheels with this. Looking forward to it. I guess SideFX doesn't want to commit to making a comprehensive APEX tutorial series yet because things are likely to change based on feedback for awhile. But how can they get feedback if nobody knows how to use it?
You are slowly becoming the AntCGI of the Houdini community! Thank you for spending your time and giving these invaluable lessons for free. I am so thankful SideFX is coming forward and trying to set a heavy footing in the rigging and animation scene. Maya was a bad experience for me and totally turned me away from rigging, but I am fine with this as long as SideFX follows this kind of component workflow (or something similar if they happen to change it). I am still a bit unsure on how to edit or make my own Apex graphs/components. Since the end graph is kind of huge (which isn't a bad thing because I have seen worse in Maya) I don't understand how an edited graph can even be made or how to use/combine small graphs/subgraphs with the component scripts. Well, I will keep chipping at it until I understand, hopefully we get that APEX masterclass as a Christmas Gift
haha thanks for the complement! The main thing to understand about the rig graph is that you're not really supposed to jump in there and rewire things. The idea is to make a tool separately (called a subgraph) in a stripped down context, then create a component script that tells the rig graph to add your subgraph, and how and where to wire it up. It's a really obtuse way of getting anything done, but APEX is still in beta. The devs at Side FX have said they're going to make the process easier.
@@gregorybennings8718Hard to say, since I never practiced more than making a few simple rigs. But I think it was really the whole workflow of getting things done. Needing to copy and paste things everywhere all the time for almost every part of the process was a huge pain in the ass, but perhaps the biggest problem was if something went wrong somewhere down the line, and I didn't know where exactly it was, I had to completely restart and make sure I did it right the next time. I know autorigging systems from writing custom scripts with python or using something like mgear was a choice, and those are nice definitely. But it always felt like those tools were fighting against Maya for things to work well. In the end it is just a huge graph with no seperation between different contexts. Everything is just layers of abstraction and I couldn't find any place to use my brain to make my own tools, because the divide between end user and developer is too big. I just decided it wasn't worth it.
This is a great series. They have really helped calm me down after the wave of horror I experienced when I opened the Luchador example scene. Thanks.
Thanks max, that’s why I’m making these. It’s hard to learn anything when it’s almost impossible to even understand what you’re looking at
This was a really interesting tutorial, I've been interested in APEX but I wasn't sure how to approach it, and this made it easy to get started. Thank you very much.
Awesome, glad it helped.
Every episodes were so easy to understand ! Great introduction to this new feature !! Can't wait for the next episode to rig a full character with you
Thanks! Next series of videos is going to cover rigging a character from start to finish - need about a week to finish it up
@@maxrose8845please. I'm tired of spinning my wheels with this. Looking forward to it. I guess SideFX doesn't want to commit to making a comprehensive APEX tutorial series yet because things are likely to change based on feedback for awhile. But how can they get feedback if nobody knows how to use it?
@@maxrose8845 I'm waiting too :) Great series.
Hi, please explain to me how Blendshape works in APEX, I can't figure it out, thanks in advance!
Check out the pillow rig example by Willam Harely on Side FX's website -> www.sidefx.com/contentlibrary/apex-pillow/
You're a legend for doing this series! More Apex!
Awesome thanks man! I’ve got more coming!
this needs some music from apex: th-cam.com/video/UrAhnndvrSU/w-d-xo.htmlsi=8oTCu4cCUp3zMYHY
what a beast dude
keep up the great work!
Thank you!
You are slowly becoming the AntCGI of the Houdini community! Thank you for spending your time and giving these invaluable lessons for free. I am so thankful SideFX is coming forward and trying to set a heavy footing in the rigging and animation scene. Maya was a bad experience for me and totally turned me away from rigging, but I am fine with this as long as SideFX follows this kind of component workflow (or something similar if they happen to change it). I am still a bit unsure on how to edit or make my own Apex graphs/components. Since the end graph is kind of huge (which isn't a bad thing because I have seen worse in Maya) I don't understand how an edited graph can even be made or how to use/combine small graphs/subgraphs with the component scripts. Well, I will keep chipping at it until I understand, hopefully we get that APEX masterclass as a Christmas Gift
haha thanks for the complement! The main thing to understand about the rig graph is that you're not really supposed to jump in there and rewire things. The idea is to make a tool separately (called a subgraph) in a stripped down context, then create a component script that tells the rig graph to add your subgraph, and how and where to wire it up. It's a really obtuse way of getting anything done, but APEX is still in beta. The devs at Side FX have said they're going to make the process easier.
Why was Maya a bad experience for you?
@@gregorybennings8718Hard to say, since I never practiced more than making a few simple rigs. But I think it was really the whole workflow of getting things done. Needing to copy and paste things everywhere all the time for almost every part of the process was a huge pain in the ass, but perhaps the biggest problem was if something went wrong somewhere down the line, and I didn't know where exactly it was, I had to completely restart and make sure I did it right the next time.
I know autorigging systems from writing custom scripts with python or using something like mgear was a choice, and those are nice definitely. But it always felt like those tools were fighting against Maya for things to work well. In the end it is just a huge graph with no seperation between different contexts. Everything is just layers of abstraction and I couldn't find any place to use my brain to make my own tools, because the divide between end user and developer is too big. I just decided it wasn't worth it.
When to wait for the next Apex lesson?
Coming up soon, maybe about a week.
Thank you for providing us this quality Content! More power to your youtube channel
Thank you! There's more to come :D
Great insight! Looking forward to your next video on Apex. :)
I'll keep em coming 👍
Thank you for this series
You're welcome :)
Exiting
It is, isn't it?