Skeleton Blend for Blendshapes in APEX

   550   3   0
User Avatar
Member
2 posts
Joined: Nov. 2018
Offline
I've been tinkering with APEX a lot lately.
With kind help from many people, i've created the following setup:

till now, I have understood the following:
===============================
I start with a mesh, & a 'Skeleton' with Joints.
Then i weight paint.
Then i connect a 'rig pose' node & create a pose. This pose will be used as a blendshape later. ok.

Now i connect all three (mesh, skeleton, rigpose) to a 'pack folder' node.
in Attributes, i input the mesh as .shp', 'Skeleton' as .skel, and 'rig pose' node as .skel as well.

Then i create Auto rig component with 'FK Transform'

Then i create Auto rig component with 'Bone deform' node

now i connect 'unpack folder'. then 'edit graph'

in the APEX subgraph, in the 'parms' node, i have inputs for mesh.shp, default skeleton.skel and rig pose.skel

***** i dont know what to do next****

i can search for skeleton blend, aka sop::kinefx::skeletonblend::3.0, but
i dont have knowledge about any of this stuff......

i also want to know how to create an 'abstract control' to drive 'nblends' of skeleton blend as well.

Link : https://www.youtube.com/watch?v=bFbaRI6paIQ [www.youtube.com]
in the above video, i 'show' my current kinefx setup with 'skeleton blend'

i don't know how to replicate it in APEX.

I'm not a rigger. Just a hobbyist.
Hopefully, Some kind soul will Come up with Solution for This. Thanks.
Edited by playboy241994 - April 28, 2024 05:30:41
Gowtham P
User Avatar
Staff
18 posts
Joined: Oct. 2023
Offline
Hi there, here is a file showing how to set up skeleton blendshapes in apex.
hope this helps.

I have just done this in a simple edit graph, so you can get a better idea of what it needs to look like.
Edited by william_harley - April 30, 2024 05:29:31

Attachments:
skeleton_blend_setup_apex.hip (389.6 KB)

User Avatar
Member
2 posts
Joined: Nov. 2018
Offline
A Million Thanks to William for helping out.............You're the GOAT.....
Gowtham P
User Avatar
Member
36 posts
Joined: Oct. 2018
Offline
I've attached another way of going about it, based on Will's Chicken and Lucha rigs.

@william_harley what I'm using here is the blendshape method, where you treat the points like geometry and while looping through each joint. Is there a benefit to using the skeleton blend over the blendshape node?

Attachments:
JointBased_blendshapes_01.hiplc (446.7 KB)

  • Quick Links