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Found 3 results

  1. Hey guys, new to kinefx. I added a skeleton to the upper part of a body geometry, corrected some of the bad deformations and especially straightened the fingers, works great. However, I don't get how I can set this pose as the new rest pose in order to export it properly or even re-target an animation using that pose. What am I missing here? Thanks, Christian
  2. So I recently stumbled onto the Motion Path Handles Tool which allows you to visualize your animation curves in 3d space and also edit your keyframes in 3d space as well. I absolutely love this feature but from what i've read and experimented with it only seems you can get this Motion Path Handle UI tool at the OBJ level as it requires you to have the Pose mode selected on the left hand side of the Viewport. I was hoping someone could help me find a way to use this Motion Path Handle tool at the SOP level for a kineFX rig on say a rig pose node or something. If nothing like this exists at the SOPs level yet maybe we could brainstorm a way to either get something similar working at SOPs level, or how to procedurally import joints up to the OBJ level to be controlled with Nulls and therefor could use the Pose tool and the Motion Path Handle animation UI at OBJ level still. Motion Path Handles: https://www.sidefx.com/docs/houdini/basics/motionpath.html
  3. Hi guys, I have two identical bone hierarchies - one is at rest pose and the other is animated motion capture skeleton. Is there a way to blend the rest skeleton to the animating skeleton using chops? I've looked at the constraint shelf. But it would be quite cumbersome to do this for every joint using these tools. Is there a way to bring in both the rest and animating skeleton channels procedural - using wildcards or something and then blend the rest to the animation? Anybody have any setups I could take a look at? Thanks for your help!
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