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We need to take a look at something that seems easy, yet is surprisingly difficult: Creating copies of a rigged character with either a Copy To Points or Copy And Transform SOP. This tutorial will show you how you can fix all problems that will arise after copying and give you some ideas on how to optimize the process for your own setups.

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KineFX 101 – pt. 22: TD Techniques: Copy Rigged Characters

We need to take a look at something that seems easy, yet is surprisingly difficult: Creating copies of a rigged character with either a Copy To Points or Copy And Transform SOP. This tutorial will show you how you can fix all problems that will arise after copying and give you some ideas on how to optimze the process for your own setups.

Comments

Nick Wood

Hello Chris. At a glance, the left-hand character copy network can be made faster by placing the initial rigpose after the yellow output of the CharacterUnpack, no? That way you get the rig update prior to renaming, but you avoid having to recook all three branches that feed into the BoneDeform.

Entagma_Chris

Hey! I'm not sure which of the copy-rig setup you're talking about: The one built in the tut or one of the more optimized setups I show at the end? In any case: With all three I wanted to stay as close as possible to the "Character-Pack, Copy, Character-Unpack"-Workflow I show at the beginning. That way it's easy to pack into a Digital Asset, to be used for example in the Flower tutorial series. So the end user should be able to place Rig Pose nodes before and after the copy setup and get fast results either way. At least that was the goal.

Nick Wood

It was the left hand optimised setup I was looking at, but point taken. If you want to wrap everything up then perhaps the only choice is to process everything each time an initial transform is sent down to all the copies. Cheers for the tuts, they're brill!