KineFX 101 – Pt.2: Building Procedural Skeletons by Christopher Kopic 02.12.2021 comments 8 Part of: Kinefx 101 Kinefx 101 Animation, KineFX, Premium Course, Procedural, Skeleton To view this content, you must be a member of Entagma's Patreon at $29 or more Unlock with Patreon
I could only get this to work with your curve. I kept getting an error on “cycles” and can not traverse the hierarchy. Any suggestions in creating curves? I would love to drive the curve as another rig so the entire ribbon structure can animate.
Hey! I did a quick test using the scene file and had no problems trying different curves. Since it’s a cycle error, you’ve probably missed some setting in the teal colored nodes, so take a closer look at them. Also make sure you’re generating UVs inside the Sweep SOP.
When creating the curve make sure to Retract Tangents from the end points of the curve. Otherwise the rig won’t work.
I got the same error as prometheus, I am running up and down to find the mistake , but no use yet
ok it was not the teal nodes , it was the first node , the curve itself. Just try using a circle instead , you will see what I mean
Hey! Using any closed curve as a base for a rig will lead to a circular dependency error (as seen in part one of this course). You can turn your closed curved into an open one by using an “ends” SOP with the “close U” parm set to “open”. This will likely fix your problem.
Hey! In the attwrangle you use : “3@transform= maketransform(z,y);” How can i translate this to vops?
Hey Lorenzo, you can use a “vector to matrix3” node inside vops. The only difference is that you have to supply it with 3 vectors instead of 2 (think of them as the x, y and z axis of a coordinate system). If you’re following the same steps as I did in vex, you should already have those three vectors, so just plug them in, maybe try reordering the inputs if it behaves strangely and you should have a working setup!