Electra Rig H20.5

Learn how the Electra rig was created using pre-built rig components such as full body IK, multi-bone IK, IK/FK blending, reverse foot, spline, blend shapes, delta mush, look at constraints, and mapped constraints. To use these components joints on the character are tagged then the tags are used to place the components on the rig.

(2 responses)



Esther Trilsch is a Senior Character TD at SideFX. She started her career as a character TD apprentice at Walt Disney Animation Studios working on Zootopia, and worked at RiseFX as a Character Supervisor and Pipeline TD. Combining her focus for both the creative side of anatomy and deformation, as well as the technical side of RnD, she found her sweet spot in the building of innovative structures and tools for character workflows.

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  • youngzo34 1 week, 4 days ago  | 

    Crashes On Load

  • youngzo34 1 week, 4 days ago  | 

    Got it to working sorry.. Turned out i was unable to run 2 houdini sessions at once

  • remyrylan 1 day, 10 hours ago  | 

    Thank you for posting this! I'm confused about the following potential issues when trying to learn from the project to apply it to my own rig:

    1. At `node obj/geo1/electra/set_shape4` the points listed for that group are 55-62, yet there are only 53 points in the entire skeleton.

    2. At `node obj/geo1/electra/set_orientations the groups specificed` are `@name=L_Foot_Tilt_b @name=L_Foot_Tilt_a @name=L_Foot_Heel @name=L_Foot_toe_l @name=R_Foot_Tilt_b @name=R_Foot_Tilt_a @name=R_Foot_Heel @name=R_Foot_toe_r`, but the points in the skeleton do not follow that naming convention. Everything is named with the side lowercased as a suffix instead of an uppercase prefix, such as `upperarm_l`, `hand_l`, `lowerarm_r` and so on.

    Is there something I am overlooking here or are those nodes incorrect?

  • remyrylan 18 hours, 21 minutes ago  | 

    Disregard point #2 I made up there, I figured that one out by dropping a Rig Pose node and investigating. Point #1 is still a mystery though.

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