Rigging in Houdini with APEX: 03 | Guides

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  • @rue_animation
    @rue_animation 8 หลายเดือนก่อน +7

    Thanks so much! These 3 videos are so much more informative than all the hive stuff on apex! PLEASE take it further to a real simple full character setup :)

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน +3

      For sure! I'm planning on doing a ground up rig of an Accurig Character. Were you thinking bone setup + skinning all in Houdini?

    • @rue_animation
      @rue_animation 8 หลายเดือนก่อน +4

      Looking forward:)
      Yes exactly. All in Houdini.
      Since KineFX I’ve been hoping Houdini could replace Maya in our character pipeline soon. But so far it hasn’t happened.
      It’d be great to see how to build a basic and practical character rig all in kinefx and apex. More from an artist/generalist than from a td kind of level.

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน +5

      @@rue_animation You and I are very much on the same page. I've always been looking for a way to replace Maya so the reveal of APEX was like a dream come true. I've switched to APEX for a Unity based pipeline already, and it worked perfectly. I'm planning on doing a few more vids on basics, then I'll move onto how to actually create a full character.

    • @yelle8647
      @yelle8647 8 หลายเดือนก่อน

      @@maxrose8845 Have you missed anything in Maya so far. I assume you use animbot too? If so, anything you also miss having in animbot. Looking forward to your new videos.

    • @rue_animation
      @rue_animation 8 หลายเดือนก่อน

      nice one. very much looking forward:) @@maxrose8845

  • @krylonpoet
    @krylonpoet 8 หลายเดือนก่อน +4

    hey these are great. i've been able to figure a lot of this out on my own but only with a lot of trial and error and countless dives into the content library examples. i wish sidefx was doing more tutorials like this. it would save us all a lot of time and frustration.

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน

      Totally agree, it has not been easy. Still super fun learning how this works, though. Any luck on creating a custom component?

  • @reasonsreasonably
    @reasonsreasonably 7 หลายเดือนก่อน +1

    Very pleasant voice, sir. Thanks for your work; subscribed.

    • @maxrose8845
      @maxrose8845  7 หลายเดือนก่อน +1

      always nice to get a new sub!

  • @djjamze
    @djjamze 8 หลายเดือนก่อน +2

    Super helpful!

    • @colincaterpillar1869
      @colincaterpillar1869 8 หลายเดือนก่อน +1

      Totally Agree. Thank you for making these videos!

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน

      My pleasure!@@colincaterpillar1869

  • @miroslavpivonka5558
    @miroslavpivonka5558 8 หลายเดือนก่อน +2

    Hi Max, Thank you very much for your APX videos. Are you planning to make a video on how to create a "Look at" or something using "Use Second Imput" in "Autorig Componet node"? I am totally confused as to how to create something like this. I think a lot of people would be interested. Thanks

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน +1

      Yes! That is high up on my list of to-dos, but I wanted to get the basics out of the way first.

    • @miroslavpivonka5558
      @miroslavpivonka5558 8 หลายเดือนก่อน

      Nice thank you and I will look forward to it.

  • @PowerfullUs
    @PowerfullUs 8 หลายเดือนก่อน +1

    a question, can I setup a full body ik control with apex? and also use the other kinefx features? (secondary motion )

    • @maxrose8845
      @maxrose8845  8 หลายเดือนก่อน +1

      Full body not so sure - doesn’t look like there’s an auto rig component for that just yet (unless you’re feeling brave and decide to create your own component). For the KineFX features, you’ll have to extract the skeleton first, then add your KineFX animations (retargeting, secondary motion, etc) then add it back into the animation. Esther Trilsch shows a little on how to to do this in her APEX H20 HIVE presentation th-cam.com/video/2bjPTvkpNC0/w-d-xo.htmlsi=vpmQi5lE7oVxpzIl&t=1849

  • @Deviner75
    @Deviner75 7 หลายเดือนก่อน

    Awesome series! Would it be easier to just use "skeleton" to setup the guide geometry? instead of those 4 nodes you could use just 1. imo it would be more aligned with a sesi approach. Thanks again

    • @maxrose8845
      @maxrose8845  7 หลายเดือนก่อน

      In this case, I'm grabbing the already existing elbow joint to create the pole vector, cause it's already in the correct position. That's part of the beauty of rigging in Houdini - there are a million ways to set up your joints.

    • @Deviner75
      @Deviner75 7 หลายเดือนก่อน

      @@maxrose8845 If you work in a team, a simple straightforward setup is always better.