Excellent tutorial, especially the step by step approach. Could you do a tutorial for moving a character walking across the room? Everyone always does in-place leg animations, I want to be able to animate a character actually travelling
The best knowledge doesnt always come from the million sub channels... thanks for this mate, i have been trying to get exactly this integrated setup for a week now..
Thanks Matt, from your tutorial i learned about reparent joints and skeleton blend nodes, before that i used a new skeleton control rig for same purpose
Cheers! Once you get your head into kinefx it makes sense, the problem everyone seems to have at first is bringing your old maya/max/whatever rigging assumptions. It's a really interesting way of bringing houdini workflows to rigging, super fun to play with.
With the new Skeleton Blend node, I had to specify the hip joint in the group parameter. Match by Attribute 'name' didn't seem to work. It was blending the whole skeleton into the hip joint otherwise!
Excellent tutorial, especially the step by step approach. Could you do a tutorial for moving a character walking across the room? Everyone always does in-place leg animations, I want to be able to animate a character actually travelling
I'm not much of an animator!
The best knowledge doesnt always come from the million sub channels... thanks for this mate, i have been trying to get exactly this integrated setup for a week now..
cheers, smash that like and subscribe button or whatever the kids do these days… :)
Thanks Matt, from your tutorial i learned about reparent joints and skeleton blend nodes, before that i used a new skeleton control rig for same purpose
You save me from hard work!
💥 Thank you.
You saved my day again. Thanks for your valuable contributions to the vfx community
Very nice Matt, specially the fact that extractallpoints sop exist!
great set of examples, thank you so much for spending the time to explain this !
Cheers! Once you get your head into kinefx it makes sense, the problem everyone seems to have at first is bringing your old maya/max/whatever rigging assumptions. It's a really interesting way of bringing houdini workflows to rigging, super fun to play with.
awesome! exactly what i was looking for! thank you~
once again you saved me. thanks
With the new Skeleton Blend node, I had to specify the hip joint in the group parameter. Match by Attribute 'name' didn't seem to work. It was blending the whole skeleton into the hip joint otherwise!
Ah thanks! I'll make a note on the wiki...
useful thank you Matt