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What's the deal with APEX?
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- Опубліковано 10 лип 2024
- What do you think of apex? Are you going to play with it or wait for it to come out of beta? For those daring enough grab the .hip files for this project from my patreon and hit me up on the houdininerd.com discord if you have any questions!
christophers.website
patreon.com/tokyomegaplex
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So good, finally starting to understand APEX. Amazing job, Chris! 😍
I would LOVE to see on of these APEX tutorials for sth. technical. Like a production robot with restrictions on the movement. 🤓
Your videos are too tier dude. Thank you for making them!
You make stuff so easy and approachable!
Character already looks awesome haha
You really want to make me do the jump to C4D to H, don't you?
I don't care that much about sims - but rigs? hell yes!
Thanks, so much great info
YOU HAVE A YT CHANNEL???? God speed
Awesome best🎉🎉
yo
Im having trouble with the multi ik part.
When i set the rootparent to Main it worked fine before.
I then reopened the file and it wouldn't work anymore and even with a different character the mesh Baloons out if i don't put anything besides Main even though i want the character to bend down when moving the COG
so good! 👏after adding the groom with apex, is there a way to sim it with vellum so it flaps around? How would a workflow look like?
that's a great question and I'm not sure honestly what the best / intended workflow is, but I would imagine the way you could do it right now is to instead of attaching the hair, attach the guides, and then invoke those after all your animation and vellum sim + use them to deform the hair. you could probably also include the hair as a separate .shp in the apex rig so it's included with the rig itself if you want it to be more portable, and then maybe set up an hda to handle all the vellum + deform stuff in sops. you could also always deform it at rendertime using the hair procedural for extra efficiency.
🤩🤩
Thank you for this video! Do you know how we can import a csv file that we get from the live link iphone app for facial mocap directly into the character rig network to drive the shape keys?
I saw someone made a csv loader a while back during houdini 18 i believe, but i wonder if sidefx is thinking about streamlining this solution. Livelink is great for me and i currently load the csv file it gives me into the "faceit" addon for blender. However, I want to fully switch to apex for my characters but still have no solution for loading my facial mocap.
i just made a tutorial for how to do face mocap stuff on my patreon using the fbx files you can get from faceapp, but in terms of getting live mocap over im not sure what the best solution is. there's a mocapstream node that has some options that might suit your needs?
@@chr1st0pher I just bought your patreon after your reply, I am going to try your method thanks!
Do i have to rig my character in kineFX before i order for this to work? Because when i try to do it with a daz character for example it doesnt work at all.
@@zayjin3894 it should work with a daz character as long as you’re importing and setting things up properly. There are some gotchas, I tried bringing in a mixamo fbx and because the joints were named mixamo:hips for example apex didn’t like the : character so I had to get rid of it and change the names on the joints and skinning.
Besides that though apex just needs you to be bringing in the character geo with bonecapture attribs that match the joints, skeleton, and the guide skeleton as I showed here. I might test and see if your rig is working in kinefx with a bone deform. If it works there and doesn’t have the namespace issue with the : symbol it should work in apex
@@chr1st0pher So im trying to solve this issue for like 5 hours now but i just cant seem to figure out whats the problem. I followed your tutorial step by step several times now ( except the blendshape part ). The joints dont have any : in their name and i think i import the character correctly ( with the fbx character import node) Bonedeform also works everything fine. When i connect the packfolder into the APEX autorig component node and choose fktransform for example the circles to move the skeleton dont even show up, only the skeleton outline. When i try it with any of the test houdini characters everything works fine...
@@zayjin3894 just tried this with a daz fbx i had lying around. the issue i ran into was that the transform scale was all screwed up for the bones. i fixed this with a attribtransformextract node and a attribtransformcompute node. i set the extract to "crack transform" decomposition and to run over the transform attribute. then i checked off the boxes for it to output the rotation and scale.
next in the compute node i set it to run over the transform attribute and i checked on rotation. can share the file on discord if you join the houdininerd.com discord.
just posted the file on the houdini-character channel of the houdininerd.com discord for you :)
@@chr1st0pher Thank you sooo much! I would've never figured out this issue myself. Apex is still so confusing for me tho. I still have issues setting up ik's but i try to solve this tomorrow. Again thank you for helping me.
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