Character Rigging in Houdini | APEX Ball Rig
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- เผยแพร่เมื่อ 23 ก.ค. 2024
- How to create a Ball Rig in Houdini with APEX.
Scene Files: maxrose.gumroad.com/l/svsunx
Component Script Video: • Houdini APEX Rig Graph...
Artstation: www.artstation.com/maxrose
Instagram: / bent_toenail
00:00 - Intro
00:27 - Starting off
01:33 - Joint Setup
03:01 - Skinning
04:01 - Guide Skeleton
07:12 - APEX Rig
08:13 - Manual Setup
10:20 - Ball Position and Orientation
15:17 - Squash Stretch
17:54 - Adding Extra Control
19:19 - The Ball Rig Subgraph
21:48 - Merging the Rigs
23:04 - Component Script
25:44 - Testing the Rig
27:00 - Outro - ภาพยนตร์และแอนิเมชัน
Your Apex tutorials are just pure gold!! They’re truly filling the gap of available high level comprehensive material based on shedding light on the mechanics of Apex that Sidefx seems to have largely fell short, which is quite disconcerting really… Do keep up the good work and thanx once again.
Of course! You're welcome!
high quality tutorial,thanks!
It's all about the mic
what a time!!! i was just searching for something like this morning xD
Boom, I'm a mind reader!
you're the GOAT brother
I try :D
So funny we have the same last name but, these videos are truly so helpful. When i’m struggling in my class at school that i use these platforms with, i immeditanly go to you. Thank you!!❤
Oh my god! That's crazy! Rose is such an uncommon last name! ;)
Thank you so much for the tutorial, matrices are my arch nemesis, you helped clear up some of this stuff for me :)
Yeah matrices are tough. Just focus on matrix multiplication, for rigging purposes that's 90% of what we'd use. It's basically parenting, whereas the child matrix inherits the transforms of the parent matrix. For me, that's what opened the door.
Good job!
Love your Apex tutorials. A tutorial i would love to see is an FBIK apex rig, as a suggestion .the documentation is really not clear. :)
lol I'd like a tutorial on that as well
keep going
Wasn't planning on stopping!
Soooo good !! Insane work thank you !! Do you think you will be able to make a tutorial about the reverse foot or any posing ? It would be so great !
Working on that one for sure
WOW, an endless chain of adding node, and node, and node, and node, ..! So I think for rigging a character you will need more than 50000 node :))
Stay away from the main rig graph at all costs!
So much stuff just to rig a BALL!
But now you never need to make it again!
oh so merging it straight skips the need to save a subgraph, thats cool
Will there be any auto rigging coming to apex? Similar to rigify for humanoid characters, that come with bone deforming based facial rigs as well?
The possibilities really seem awesome with apex and character workflows but at the moment this seems like too much work.
Hello, first of all - thank you for apex tutorial series. I'm doing my best to follow and learn anything. Can I ask how have you added more input params in apex network view during manual setup? I looked up your scene, and while switching between 'unpack folder' and 'edit graph' nodes, these params just appear. t parameter also just appears between two frames in 11:07 in tutorial. How do you add them?
Ah right, that one little part is cut from the edit. I just took the "t" input from the transform object, and plugged that into the "next" slot of the parms node
@@maxrose8845 Thank you, that worked. Hovewer I still can't wrap my head around how you added all the deform and rest params since only the values with fk tags are t and r promoted. I don't have them visible in my graph, they are also not visible in your manual setup 'unpack folder' node, but then appear in 'apex edit graph'. Is there additional step? "Next" slot method doesn't work in that case. Sorry for trouble but I'm really trying to understand that one
Hey man, your tutorials have been amazing. I've been following along and falling in love with the possibilities of Apex. I'm kinda struggling at around the Manual Set up part, for whatever reason when I put down the scene animate and try moving the joints in there none of them actually translate. They can rotate, but not scale nor translate. Like I'll move them in the viewport but they'll snap right back. It's really strange behavior, I'm not sure where I went wrong but I'm wondering if you'd run into something like that at all?
double check that you’re exposing the translate values in your first apex auto rig node, when you initialize the apex rig. by default it’s set to expose the rotation values, but not translate or scale
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
the tut is great thank you for that, but this is a lot of work to get a simple squash and stretch to work
What do you think blender or houdini is better for rigging and animation?
I really want to use houdini as a dcc software like blender, houdini has a better simulation system, karma render, and all the procedural stuff.
Houdini is such a powerful program, adding robust rigging and animation tools makes it all the better. Because it's procedural by default makes it endlessly flexible as well. Animations exist in nodes, so you copy an Animate node, make changes, and (hopefully eventually) layer them.
There's a learning curve for sure, but once you grasp how everything works you'll never turn back.
I'm having a hard time understanding the benefit of this, it seems like a significant amount of work to get a simple rig set up. I see you saying you can use it multiple times, but I can use a maya rig multiple times too. I just parent a new mesh to it and go; so...what is the actual benefit apart from taking 10x as much work to get the same output?
This is a genuine question, I want to like Houdini; but it seems like so much extra effort for literally no benefit.
Hi! Could there be a problem with the upload as it is 360p?
try to refresh, it is 4K for me
Your geo will not load, the obj file in the file node produces nothing. It doesn't throw an error, it just doesn't load.
Just tried it, I got the same result. I just went in and reuploaded the file. Let me know if it works!
bro! i've messaged you on Artstation about APEX. kindly Make a video about how to use "sop::kinefx::skeletonblend::3.0" with 'rig pose' nodes ?
Just messaged you back