Initially made for retargeting animation. Later, expanded to feature other rigging toolset.
Introduced in 18.5.
For me one of the most exciting things is the core ability to treat curves as joint chains.
Where kinefx is concerned, forget what you know about vops. Paralellism, magic of all-things-at-once, stop it. The default mode of rig vops is closer to maya rigging with the network editor, or hypershade if you’re old like me… remember hypershade?
Press + B to temporarily disable the XYZ
reparent joints vs add sop
rig doctor vs reorient joints with name
visualize rig node
Play with the weights tab on the capture proximity to boost the number of influences, smooth out the reuslts
If you want to refine the weights, use a capturelayerpaint.I
Captureproximity sop is what you want. Geo to the left, rig to the right, feed that and your animated skeleton to a bone deform
dense data processing
state machine inspired
first of many updates
use delete joint instead of the blast node
Press S to marquee select joints
need to manually select show handle first.
Press P to show joint bone parameters
- Rig Attribute VOP, by default, only accepts the skeleton input. If you plug a geometry, it will error out.
If you do need a geometry as an input (like when using the Collide Geometry) , disable to compute transform of the node.
Adding skinning to an existing skin.
Difference between Joint Deform and Bone Deform?
Subsequent Retargeting (Clean-Up)
For the most part, probably the most time you will spend is this one.
Animation retarget with a separate rest pose
Rig Stash Nodoe