On the lookout for Character TD role involving rigging and deformers I'm
wondering how does Bifrost performs in driving object kinematics, blend
shapes and geo deformation in general?

For speed, the basic rig was sourced to modular or auto rigging but the
specific deformation details of each character was achieved with ICE, where
I had a lot of fun coming up as a Character TD because I could create some
abstract rigging by just manipulating matrices and even doing the skinning
deformation there if needed or write objects' kine.global or the blend
shapes.

In Houdini there is some separation because Deformation is done in VEX/VOPS
but driving the rig is achieved in CHOPS and there one can't use Groups
like in ICE to access all their members attributes as an array, for example.

This seems the right place to ask given then crossover a lot of people have
between ICE, Houdini and Maya.

Thanks
Pedro

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Pedro Alpiarça dos Santos


*         probiner.xyz 
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