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


[[File:kineFX_nested_transformations.png|400px|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|400px|Rotating the 4@localtransform of a joint chain results in a cumulative transformation, each joint inherits the transforms of it's parents.]]
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[[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>

Latest revision as of 22:04, 7 October 2021

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]