Houdini 16.5 Nodes Channel nodes

InverseKin channel node

Generates channels for bone objects based on a bone chain and an end affector.

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This generator CHOP generates channels for bone objects based on a bone chain and an end affector. It can solve for the bone angles using a variety of different solver types.

Parameters

Kinematics

Solver Type

Specifies the solver to use to generate the channels.

None

No solver. Use the original parameter values.

Show Rest Position

No solver. Uses the rest angles.

Show Capture Position

No solver. Uses capture angles.

Inverse Kinematics

Uses IK solver. The solution is uniquely defined by the end affector position. Constraint parameters are ignored.

IK With Constraints

Uses a modified IK solver. The solution depends on the previous solution. Constraint parameters are used to limit the range of motion.

Follow Curve

The bones are positioned to follow the specified curve as closely as possible.

Root Bone

This is the first bone in the chain for which this CHOP should create solution channels.

End Bone

This is the last bone in the chain for which this CHOP should create solution channels.

End Affector

For Inverse Kinematics and IK With Constraints solvers, this is the object to use as the end affector when solving for the bone angles.

Twist Affector

For the Inverse Kinematics solver, this specifies an object that controls the twist orientation of the solution bone angles.

IK Twist

For the Inverse Kinematics solver, this parameter specifies an additional twist angle to be applied to the solution bone angles.

IK Dampening

For the Inverse Kinematics solver, this parameter represents how easily the End Bone can be pulled off the End Affector as the bone chain is stretched out.

Curve Object

For the Follow Curve solver, this parameter specifies the object that contains the curve geometry that the bone chain should follow.

Curve Normals

For the Follow Curve solver, this parameter specifies how the curve normals should be transferred to the bone chain. Note that the normals are interpolated on the curve between the curve breakpoints. Because breakpoints (and not control points) lie on the curve it is more meaningful to use interpolate the breakpoint rather than the control vertex values. Though, breakpoint normals are calculated from the control vertices.

Best Guess

The bone chain normals approximate the curve normals as much as the curve parameters allow. (Path parameters, for example, carry extra information that allow twists of more than 360 degrees)

No Normals

The bone chain maintains its own normals defined by the rest position.

Quaternion

The bone chain normals interpolate the curve normals using quaternion rotation of the vectors. (i.e., the bone chain normals lie on the shortest arc defined by two curve normals on a unit sphere.

Clamped Angle

The bone chain normals are calculated using twist angles around the curve (between the curve points at which a normal is defined). The angle difference is restricted to the interval between -180 to 180 degrees.

Angle

The bone chain normals are calculated using twist angles. This option is similar to Clamped Angles, except the twist angles around the curve are not restricted. Note, that for this option, the curve must carry additional information (see Object Path Tool). Otherwise, this option is downgraded to Clamped Angle.

Blend

This option blends between the local bone rotation values and the solved solution. When this value is 0 it produces the local bone rotation values and when it is 1, it produces the solved bone rotation values.

Straighten Solutions

When this checkbox is turned on, the bone chain will completely straighten out in the direction of the goal if the IK goal is farther away than the length of the bone chain (with a tolerance of the tracking threshold). If this checkbox is turned off, no attempt is made to further straighten the IK solution. By default it is turned off because it is faster.

Tracking Threshold Factor

This value specifies the accuracy threshold for Inverse Kinematic solutions. Use smaller values for more accurate solutions at the expense of more computation time. Use larger values to save computation time at the expense of getting less accurate solutions.

Channel

Single Frame

Only create one-sample channels, at the Start position.

Clean Rotations

When not in Single Frame mode, the CHOP can use the previous rotation values as a hint when generating the next frame’s rotation values.

Start

The start position of the CHOP.

End

The end position of the CHOP.

Sample Rate

The sample rate of the CHOP.

Extend Left

The left extend condition (before the CHOP’s start).

Extend Right

The right extend condition (after the CHOP’s end).

Default Value

The value to use for the "Default Value" extend condition type.

Common

Some of these parameters may not be available on all CHOP nodes.

Scope

To determine which channels get affected, some CHOPs have a scope string. Patterns can be used in the scope, for example * (match all), and ? (match single character).

The following are examples of possible channel name matching options:

chan2

Matches a single channel name.

chan3 tx ty tz

Matches four channel names, separated by spaces.

chan*

Matches each channel that starts with chan.

*foot*

Matches each channel that has foot in it.

t?

The ? matches a single character. t? matches two-character channels starting with t.

r[xyz]

Matches channels rx, ry and rz.

blend[3-7:2]

Matches number ranges giving blend3, blend5, and blend7.

blend[2-3,5,13]

Matches channels blend2, blend3, blend5, blend13.

t[xyz]

[xyz]matches three characters, giving channels tx, ty and tz.

Sample Rate Match

The Sample Rate Match Options handle cases where multiple input CHOPs’ sample rates are different.

Resample At First Input’s Rate

Use rate of first input to resample others.

Resample At Maximum Rate

Resample to highest sample rate.

Resample At Minimum Rate

Resample to the lowest sample rate.

Error if Rates Differ

Does not accept conflicting sample rates.

Units

The units for which time parameters are specified.

For example, you can specify the amount of time a lag should last for in seconds (default), frames (at the Houdini FPS), or samples (in the CHOP’s sample rate).

Note

When you change the Units parameter, it does not convert the existing parameters to the new units.

Time Slice

Time Slicing is a feature which boosts cooking performance and reduces memory usage. Traditionally, CHOPs calculate the channel over its entire frame range. If the channel does need to be evaluated every frame, then cooking the entire range of the channel is unnecessary. It is more efficient to calculate only the fraction of the channel that is needed. This fraction is known as a Time Slice.

Unload

Causes the memory consumed by a CHOP to be released after it is cooked and the data passed to the next CHOP.

Export Prefix

The Export prefix is prepended to CHOP channel names to determine where to export to.

For example, if the CHOP channel was named geo1:tx, and the prefix was /obj, the channel would be exported to /obj/geo1/tx.

Note

You can leave the Export Prefix blank, but then your CHOP track names need to be absolute paths, such as obj:geo1:tx.

Graph Color

Every CHOP has this option. Each CHOP gets a default color assigned for display in the Graph port, but you can override the color in the Common page under Graph Color. There are 36 RGB color combinations in the Palette.

Graph Color Step

When the graph displays the animation curves and a CHOP has two or more channels, this defines the difference in color from one channel to the next, giving a rainbow spectrum of colors.

Examples

SimpleInverseKin Example for InverseKin channel node

This example demonstrates how to manually use the InverseKin CHOP. To create bone chains with inverse kinematics, it is easiest to use the Character > Bones shelf tool.

The following examples include this node.

SimpleIKSolver Example for IKSolver channel node

This example demonstrates how to use the IKSolver CHOP.

SimpleInverseKin Example for InverseKin channel node

This example demonstrates how to manually use the InverseKin CHOP. To create bone chains with inverse kinematics, it is easiest to use the Character > Bones shelf tool.

SimpleTransformChain Example for TransformChain channel node

This example demonstrates an example usage of the TransformChain CHOP.

JiggleMuscle

This example demonstrates how to make a muscle jiggle in object space using a two point muscle.

See also

Channel nodes

  • Acoustic

    Design audio filters and sound materials for the spatial audio system.

  • Agent

    Imports an animation clip from an agent primitive.

  • Area

    Calculates the area under a channel’s graph, which is the same as calculating the integral of a channel, or integrating the channel.

  • Attribute

    Adds, removes or updates attributes of the input chop.

  • Audio In

    Receives audio input from the analog audio ports or the digital port.

  • Band EQ

    A 14-band equalizer which filters audio input channels in the same way that a conventional band equalizer uses a bank of sliders to filter fixed-frequency bands of sound.

  • Beat

    Manually tap the beat of a piece of music, and automatically generate a repeating ramp or pulse that continues to keep time with the music after the taps stop.

  • Blend

    Combines two or more chops in input 2, 3 and so on, by using a set of blending channels in input 1.

  • BlendPose

    Performs multi-dimensional, example-based interpolation of channels.

  • Channel

    Creates channels from the value of its parameters.

  • Channel VOP

    Contains a VOP network that can manipulate channel data.

  • Channel Wrangle

    Runs a VEX snippet to modify channel data.

  • Composite

    Layers (blends) the channels of one CHOP on the channels of another CHOP.

  • Constant

    Create up to forty new channels.

  • Constraint Blend

    Combines two or more chops by using a list of weights specified as parameters.

  • Constraint Get Local Space

    Returns an Object Local Transform.

  • Constraint Get Parent Space

    Returns an Object Parent Transform.

  • Constraint Get World Space

    Returns an Object World Transform.

  • Constraint Lookat

    Constrains rotation so it always points toward a target position.

  • Constraint Object

    Compares two objects and returns information on their relative positions and orientations.

  • Constraint Object Offset

    Compares two objects and returns information on their relative positions and orientations.

  • Constraint Object Pretransform

    Returns an Object Pretransform.

  • Constraint Offset

    Applies an transformation offset after evaluating a constraint.

  • Constraint Parent

    Reparent an object.

  • Constraint Path

    Position an object on a path and orient it to the path’s direction.

  • Constraint Points

    Position and Orient an object using point positions from a geometry.

  • Constraint Sequence

    Combines multiple chops by blending the inputs in sequence.

  • Constraint Simple Blend

    Combines two chops by using a single weight specified as a parameter.

  • Constraint Surface

    Position and Orient an object using the surface of a geometry.

  • Constraint Transform

    Takes translate, rotate, and/or scale channels and transforms them.

  • Copy

    Produces multiple copies of the second input along the timeline of the first input.

  • Count

    Counts the number of times a channel crosses a trigger or release threshold.

  • Cycle

    Creates cycles.

  • Delay

    Delays the input, and can be run in normal or time-sliced mode.

  • Delete

    Removes channels coming from its input.

  • Device Transform

    Turns data from device inputs into transform data

  • Dynamics

    Extracts any information from a DOP simulation that is accessible through the dopfield expression function.

  • Envelope

    Outputs the maximum amplitude in the vicinity of each sample of the input.

  • Euler Rotation Filter

    Fixes discontinuity of rotation data after cracking matrices

  • Export

    A convenient tool for exporting channels.

  • Export Constraints

    Export Constraints Network on any object

  • Expression

    Modify input channels by using expressions.

  • Extend

    Only sets the "extend conditions" of a chop, which determines what values you get when sampling the CHOP before or after its interval.

  • Extract Locomotion

    Extracts locomotion from an animation clip.

  • Fan

    Used for controlling other CHOPs.

  • Feedback

    Get the state of a chop as it was one frame or time slice ago.

  • Fetch

    Imports channels from other OPs.

  • File

    Reads in channel and audio files for use by chops.

  • Filter

    Smooths or sharpens the input channels.

  • Foot Plant

    Computes when position channels are stationary.

  • Foreach

    Divides the input channels into groups, cooking the contained network for each group.

  • Function

    Provides more complicated math functions than found in the Math CHOP: trigonometic functions, logarithmic functions and exponential functions.

  • Gamepad

    Turns input values for the gamepad or joystick device into channel outputs.

  • Geometry

    Uses a geometry object to choose a sop from which the channels will be created.

  • Gesture

  • Handle

    The "engine" which drives Inverse Kinematic solutions using the Handle object.

  • Hold

    Sample and hold the value of the first input.

  • IKSolver

    Solves inverse kinematics rotations for bone chains.

  • Identity

    Returns an identity transform.

  • Image

    Converts rows and/or columns of pixels in an image to CHOP channels.

  • Interpolate

    Treats its multiple-inputs as keyframes and interpolates between them.

  • InverseKin

    Generates channels for bone objects based on a bone chain and an end affector.

  • Invert

    Returns an invert transform of the input.

  • Jiggle

    Creates a jiggling effect in the translate channels passed in.

  • Keyboard

    Turns key presses into channel output.

  • Lag

    Adds lag and overshoot to channels.

  • Layer

    Mix weighted layers of keyframed animation from multiple Channel CHOPs to a base Channel CHOP.

  • Limit

    Provides a variety of functions to limit and quantize the input channels.

  • Logic

    Converts channels of all its input chops into binary channels and combines them using a variety of logic operations.

  • Lookup

    Uses a channel in the first input to index into a lookup table in the second input, and output values from the lookup table.

  • MIDI In

    The MIDI In CHOP reads Note events, Controller events, Program Change events, and Timing events from both midi devices and files.

  • MIDI Out

    The MIDI Out CHOP sends MIDI events to any available MIDI devices.

  • Math

    Perform a variety of arithmetic operations on and between channels.

  • Merge

    Takes multiple inputs and merges them into the output.

  • Mouse

    Outputs X and Y screen values for the mouse device.

  • Mouse 3D

    Turns input values for the Connexion space mouse into channel outputs.

  • Multiply

    Post multiplies all the input transformations.

  • Network

    Similar to the Pipe In/Out CHOPs in Network mode.

  • Noise

    Makes an irregular wave that never repeats, with values approximately in the range -1 to +1.

  • Null

    Used as a place-holder and does not have a function of its own.

  • Object

    Compares two objects and returns information on their relative positions and orientations.

  • ObjectChain

    Creates channels representing the transforms for a chain of objects.

  • Oscillator

    Generates sounds in two ways.

  • Output

    Marks the output of a sub-network.

  • Parametric EQ

    Filters an audio clip, and then applies other audio effects.

  • Particle

    Produces translate and rotate channels to move Objects according to the positions of particles in a POP Network.

  • Pass Filter

    Filters audio input using one of four different filter types.

  • Phoneme

    Translates english text into a series of phonetic values.

  • Pipe In

    Pipes data from custom devices into a CHOP, without needing the Houdini Developers' Kit or knowledge of Houdini internals.

  • Pipe Out

    Transmit data out of Houdini to other processes.

  • Pitch

    Attempts to extract the fundamental pitch of a musical tone from the input audio.

  • Pose

    Store a transform pose for later use by evaluating the input.

  • Pose Difference

    Computes the difference between two poses.

  • Pretransform

    Takes translate, rotate, and/or scale channels and transforms them using the pretransform of the given object.

  • Pulse

    Generates pulses at regular intervals of one channel.

  • Record

  • Rename

    Renames channels.

  • Reorder

    Reorders the first input CHOP’s channels by numeric or alphabetic patterns.

  • Resample

    Resamples an input’s channels to a new rate and/or start/end interval.

  • Sequence

    Takes all its inputs and appends one chop after another.

  • Shift

    This time-shifts a CHOP, changing the start and end of the CHOP’s interval.

  • Shuffle

    Reorganizes a list of channels.

  • Slope

    Calculates the slope (or derivative) of the input channels.

  • Spatial Audio

    The rendering engine for producing 3D audio.

  • Spectrum

    Calculates the frequency spectrum of the input channels, or a portion of the channels.

  • Spline

    Edit the channel data by using direct manipulation of cubic or Bezier handles in the graph of the CHOP.

  • Spring

    Creates vibrations influenced by the input channels, as if a mass was attached to a spring.

  • Stretch

    Preserves the shape of channels and the sampling rate, but resamples the channels into a new interval.

  • Subnetwork

    Allows for the simplification of complex networks by collapsing several CHOPs into one.

  • Switch

    Control the flow of channels through a CHOPnet.

  • Transform

    Takes translate, rotate, and/or scale channels and transforms them.

  • TransformChain

    Combines a chain of translate, rotate, and/or scale channels.

  • Trigger

    Adds an audio-style attack/decay/sustain/release (ADSR) envelope to all trigger points in the input channels.

  • Trim

    Shortens or lengthens the input’s channels.

  • VEX Waveform

    This function is a sub-set of the waveform CHOP.

  • Vector

    Performs vector operations on a set or sets of channels.

  • Voice Split

    The Voice Split CHOP takes an audio track and separates "words" out into different channels.

  • Voice Sync

    The Voice Sync CHOP detects phonemes in an audio channel given some audio phoneme samples and pro…

  • Warp

    Time-warps the channels of the first input (the Pre-Warp Channels) using one warping channel in the second input.

  • Wave

    Creates a waveform that is repeated.