Pose and animate a character
Overview
You pose characters with the Pose tool. Using this tool at the object level, you can manipulate control objects and bones using the handles set up by the technical director.
With digital asset characters, not all controls appear when you first select the asset. Digital asset characters can use nested digital assets with simpler interfaces that let you focus on different body parts such as arms or legs. In some cases, bones might be left without controls to allow for the animation of joint rotations.
How to pose a character
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Select the entire character |
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Pose parts of the character |
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Switch between separate manipulators and one manipulator for multiple selected items in the Pose tool |
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Use a digital asset’s controls |
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Access nested digital assets |
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How to keyframe a character pose
See the animation section for more information on keyframing.
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Keyframe an IK goal |
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Keyframe a blended IK/rotation set-up |
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How to pose bones using temporary IK
Whenever you select two bones with Pose tool, if the bones do not already have IK, Houdini will create a temporary IK solver and end goal to help you pose the bones. Once you deselect the bones, the temporary goal disappears.
One style of rigging and animating characters is to not assign any “real” IK solvers to the character at all, and do all posing with rotates and temporary IK through the Pose tool.
How to squash and stretch bones
To squash and stretch the character for cartoon-style animation anticipation and follow-through, you can do any of the following:
Change the Length of the bones you want to stretch.
Parent the bone chain to a control Null and then scale the Null to scale the descendant bones.
