Great content. Im new to rigging but loving kinefx so far. Would be great if you could make a series of rigging a super basic character and then using the controls for adjusting a retargeted animation.
Im trying to make a reverse foot control using KineFX. The method was one I used in Maya. How do you make a single chain solver in KineFX? Still trying to get my head around it all. Love the tutorials you are a great help.
I use the look-at (kineFX) solver. For example for a foot joint and a toe joint: -Use a get point transform for the foot. bridge joint -Will feed into the from point and this will also be the joint we set. - I will set the look-at node to use vectors and I will change the look-at and up axis. -The to node will be the position of the toe control (I will get the position of the toe using the extract transform node). -Use a float to vector 3 to to create an Up-Vector - (0, -1, 0) -Multiply this but the control of the foot/bridge joint transform. Then plug it into the up port. Hopefully that will make sense.
@@brundlethwaite Oh that works for single chain :) Great. I used a point with a rig pose node for the controller not sure if that is the best way. Could snap it to the skeleton easy and create the rig pose to get a clean transform. I need to parent these controllers to the foot control, would I have to rig attribute each one using the parent node? Feels weird not being able to click and parent a joint or effector like in Maya.
Reparentjoints node helps but still struggling to get a reverse set up to work. Maybe I need to think differently about how to approach it. Will ask on odforce if anyone can help with the file. Maybe a good future video topic
Thanks for these videos ... this was tricky but I finally got it. Have a question though ... with the ROP FBX Character Output node we need to give it a "Capture Pose" and an "Animated Pose" ... how would you do that with this setup? Because it seems we can only pose with the IK/FK controls before they are merged with the ikchains node. And thus we would need multiple ikchains nodes to make multiple poses, right?
For the export the capture pose is the skeleton in its rest pose. This would be the rig before the solver (The ikchains node). The animation would come after the after the ikchains node. The ikchains node supports multiple 2 bone chains so you can setup multiple chains with a single node. However in full rig you would usually use more than rig pose node (Although it is possible to set up a rig with only one). Beyond that you can also set up more complex VOPs or Wrangles. The Idea is that you can use viewer states to control more than one node at a time.
Do you sometimes consider renaming the IK joints, so they show up as seperate joints in the rigpose state on the top HDA? I guess it's less needed since you make control objects, but I still see some people do it in tutorials. Thanks for sharing the material, it's very helpful.
The naming here is not that important as this is a feature example. With an actual rig I would be more careful with naming. As for the main joints I would not rename them. I might rename the controls, but I would also be using different rig pose nodes for different parts of the rig, IK controls, FK controls, global controls and local controls. If possible i would keep it so that most of the pose nodes would not have a lot of controls and each have a specific focus. The most important part of naming for me is actually the effector (The last point in each chain). This joint will have to be renamed for skinning so I want the naming of that joint to be as easy as possible.
Excellent tutorial! Really well explained. I would love to see a take on a procedural animation from you.
just awesome !
Great content. Im new to rigging but loving kinefx so far. Would be great if you could make a series of rigging a super basic character and then using the controls for adjusting a retargeted animation.
Great tutorial, thanks.
Im trying to make a reverse foot control using KineFX. The method was one I used in Maya. How do you make a single chain solver in KineFX? Still trying to get my head around it all. Love the tutorials you are a great help.
I use the look-at (kineFX) solver.
For example for a foot joint and a toe joint:
-Use a get point transform for the foot. bridge joint
-Will feed into the from point and this will also be the joint we set.
- I will set the look-at node to use vectors and I will change the look-at and up axis.
-The to node will be the position of the toe control (I will get the position of the toe using the extract transform node).
-Use a float to vector 3 to to create an Up-Vector - (0, -1, 0)
-Multiply this but the control of the foot/bridge joint transform. Then plug it into the up port.
Hopefully that will make sense.
@@brundlethwaite Oh that works for single chain :) Great. I used a point with a rig pose node for the controller not sure if that is the best way. Could snap it to the skeleton easy and create the rig pose to get a clean transform. I need to parent these controllers to the foot control, would I have to rig attribute each one using the parent node? Feels weird not being able to click and parent a joint or effector like in Maya.
Reparentjoints node helps but still struggling to get a reverse set up to work. Maybe I need to think differently about how to approach it. Will ask on odforce if anyone can help with the file. Maybe a good future video topic
Thanks for these videos ... this was tricky but I finally got it. Have a question though ... with the ROP FBX Character Output node we need to give it a
"Capture Pose" and an "Animated Pose" ... how would you do that with this setup? Because it seems we can only pose with the IK/FK controls before they are merged with the ikchains node. And thus we would need multiple ikchains nodes to make multiple poses, right?
For the export the capture pose is the skeleton in its rest pose. This would be the rig before the solver (The ikchains node). The animation would come after the after the ikchains node.
The ikchains node supports multiple 2 bone chains so you can setup multiple chains with a single node. However in full rig you would usually use more than rig pose node (Although it is possible to set up a rig with only one).
Beyond that you can also set up more complex VOPs or Wrangles.
The Idea is that you can use viewer states to control more than one node at a time.
Do you sometimes consider renaming the IK joints, so they show up as seperate joints in the rigpose state on the top HDA?
I guess it's less needed since you make control objects, but I still see some people do it in tutorials.
Thanks for sharing the material, it's very helpful.
The naming here is not that important as this is a feature example. With an actual rig I would be more careful with naming.
As for the main joints I would not rename them. I might rename the controls, but I would also be using different rig pose nodes for different parts of the rig, IK controls, FK controls, global controls and local controls. If possible i would keep it so that most of the pose nodes would not have a lot of controls and each have a specific focus.
The most important part of naming for me is actually the effector (The last point in each chain). This joint will have to be renamed for skinning so I want the naming of that joint to be as easy as possible.
@@brundlethwaite Thanks, makes sense.