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_name_attrs.png|200px|thumb|left|A valid KineFX hierarchy requires valid point name attributes, each name should be unique.]]
[[File:kineFX_name_attrs.png|200px|thumb|left|A valid KineFX hierarchy requires valid point name attributes, each name should be unique.]]


[[File:kineFX_rig_doctor_UI.png|400px|thumb|left|The Rig Doctor SOP can initialize joint names as well as transforms (4@localtransform and 3@transform)]]
[[File:kineFX_rig_doctor_UI.png|400px|left]]
 
The Rig Doctor SOP can initialize joint names as well as transforms (4@localtransform and 3@transform)<ref>''[https://www.sidefx.com/docs/houdini/character/kinefx/skeletons.html#turning-a-polygonal-line-into-a-joint-chain Turning a polygonal line into a joint chain
<ref>''[https://www.sidefx.com/docs/houdini/character/kinefx/skeletons.html#turning-a-polygonal-line-into-a-joint-chain Turning a polygonal line into a joint chain
]'', </ref>
]'', </ref>

Revision as of 22:02, 7 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.
kineFX rig doctor UI.png

The Rig Doctor SOP can initialize joint names as well as transforms (4@localtransform and 3@transform)[1]