Difference between revisions of "VEX Attributes In Use, KineFX"
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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 | [[File:kineFX_rig_doctor_UI.png|400px]] | ||
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 | 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> | ]'', </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
The Rig Doctor SOP can initialize joint names as well as transforms (4@localtransform and 3@transform)[1]
- ↑ [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 ],