9/6/2023 0 Comments 3 sweep authoring tool mayaThey're represented as points and lines in sops (unlike Houdini's old bone system which was up at the /obj level), so that allows for some interesting joints vs sops vs geometry interplay. More explainations below, but at a high level:Īs you think they are, joints or bones like in other packages. It also makes a point to seperate a few rigging and animation concepts which other packages tend to merge together. Kinefx covers a lot of ground, but there's a pleasing DNA share with a lot of established houdini workflows. 1.21 Export mesh with blendshapes to fbx.1.20 Change lots of blendshape detail attributes at once.1.18 Convert packed prim animation to kinefx for glb.1.17 Rig pose and rig wrangle for packed shapes.1.16.2 Misuse of a rig vop in point mode.1.13 Rig doctor to help debug curve direction.
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