kunz Difference between revisions of "VEX Attributes In Use, KineFX"

Difference between revisions of "VEX Attributes In Use, KineFX"

From kunz
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[[File:kineFX_nested_transformations.png|left|thumb|Rotating the 4@localtransform of a joint chain results in a cumulative transformation, each joint inherits the transforms of it's parents.]]
[[File:kineFX_nested_transformations.png|thumb|Rotating the 4@localtransform of a joint chain results in a cumulative transformation, each joint inherits the transforms of it's parents.]]


[[File:kineFX_name_attrs.png|left|thumb|A valid KineFX hierarchy requires valid point name attributes, each name should be unique.]]
[[File:kineFX_name_attrs.png|thumb|A valid KineFX hierarchy requires valid point name attributes, each name should be unique.]]


[[File:kineFX_rig_doctor_UI.png|left|thumb|The Rig Doctor SOP can initialize joint names as well as tranforms (4@localtransform and 3@transform)]]
[[File:kineFX_rig_doctor_UI.png|thumb|The Rig Doctor SOP can initialize joint names as well as tranforms (4@localtransform and 3@transform)]]

Revision as of 23:50, 5 October 2021

Quick look into https://www.sidefx.com/docs/houdini/character/kinefx/skeletons.html

https://www.sidefx.com/docs/houdini/character/kinefx/retargeting.html


Rotating the 4@localtransform of a joint chain results in a cumulative transformation, each joint inherits the transforms of it's parents.
A valid KineFX hierarchy requires valid point name attributes, each name should be unique.
The Rig Doctor SOP can initialize joint names as well as tranforms (4@localtransform and 3@transform)