bentraje Posted April 27, 2021 Share Posted April 27, 2021 Hi, I have a separate skeleton for arm and leg. I add separate controls for each joint chain. Currently, I have to select their respective rig pose node to able to manipulate them. So when I select the arm rig pose, the leg controls disappear. And vice versa. In the object level rigging, all the controls are visible by default. Is there a specific set-up where I can set all the visibility of all RIG POSE nodes? Basically, I don't want to select them individually in the node editor. Select them at the viewport and have them automatically selected in the node editor. Regards, Ben Quote Link to comment Share on other sites More sharing options...
bentraje Posted May 26, 2021 Author Share Posted May 26, 2021 Up? I checked a substantial number of YT videos regarding KineFX and no one shows this. Is KineFX really just for mocap? And not for the usual handkeyed animation? I just want to animate through the viewport (click the onscreen controls and animate). Quote Link to comment Share on other sites More sharing options...
br1 Posted June 14, 2021 Share Posted June 14, 2021 If you actually build a hda out of a few rigpose nodes you can have it display the controls of those nodes at the same time. I'd suggest you to look at these youtube videos which will give you a good idea of how to set it up Quote Link to comment Share on other sites More sharing options...
madebygeoff Posted July 8, 2021 Share Posted July 8, 2021 (edited) I found Parker Coleman's stuff helpful. He's got a cheap Patreon account that goes through a pretty systematic rig as well. I thought it was helpful. The short answer is that KineFX is v1.0. You can definitely do traditional rigging and animation, but it's still a little counter-intuitive. They definitely focused on re-targetting out of the gate, but they've been teasing new rig tools in the next version. Edited July 8, 2021 by madebygeoff Quote Link to comment Share on other sites More sharing options...
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