kunz VEX Attributes In Use, KineFX

VEX Attributes In Use, KineFX

From kunz
Revision as of 22:02, 7 October 2021 by Admin (talk | contribs)

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]