Archived post by SquidBean

cool I will be in hangouts in 2mins

Okay, so I got something working finally!

the key here was to edit the rig, and add a transform null in the right place.

and then extract that transform using the extractlocomotion sop

note that my locomotion reference is NOT the null I am actually animating, but the one being transformed by it, still being the key null in the skeleton.

And that it works… I can use the motion tools (rigpose) to mess it all up again 😀

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204210/23/20/kinefx_agent_locomotion_fail_02.gif
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