Houdini 21.0 Character KineFX

Blend Shape 2.0

Adds blend shapes with controls to an APEX rig.

Since 21.0

This component adds blend shapes with controls to an APEX rig. To set up blend shapes for this component, add blend shapes to the capture mesh using the Character Blend Shapes Add SOP, and add the capture mesh to the rig. This component then extracts the blend shapes and sets up controls for each blend shape in the mesh. See working with blend shapes for examples of setting up blend shapes and creating custom sliders for this component.

In the viewport, the menu provides configuration options for the blend shape component. See the gear menu for the different types of interaction elements.

Parameters

Name

A unique name for the nodes created by this component.

Settings

Name

Base Skeleton

The skeleton to apply the animation channels to.

Base Shape

The capture mesh to deform.

Bone Deform

The sop::bonedeform node that the blend shape subnet connects to.

Blend Shape

Group

A subset of the input geometry to blend.

Group Type

The type of geometry in the specified Group. If this is not set to Guess from Group, all the geometry in Group must be the indicated type.

Skin Name

The name of the mesh to apply the blend shapes to. When adding blend shapes in the setup process, you need to add a mesh name to associate the blend shapes with the mesh.

Shapes

A list of blend shapes to include in the setup. By default, all the blend shapes are included.

Use OpenCL

When turned on, enables GPU acceleration using OpenCL. When turned off, the CPU path is used.

Sliders

Slider Geo

The geometry in the character folder structure that contains the slider geometry.

Bone Deform Sliders

When turned on, transfers the mesh’s capture weights onto the sliders. Once the mesh’s bone capture attributes have been transferred onto the sliders (for example, using an Attribute Transfer SOP to transfer the boneCapture attribute), the sliders can move along with the mesh.

Deform slider

Use Static Slider Geo

When turned on, adds an option in the blend shape menu that allows you to switch between using deform sliders (sliders that move along with the mesh) and static sliders. This parameter is available when Bone Deform Sliders is turned on.

Static slider

A few notes:

  • In the textbox, specify the geometry for the static sliders.

  • Set the slider geometry to have the same primitive name as the Slider Geo geometry (in this example, the name of the slider curve is set in the Name SOP).

  • When Use Static Slider Geo is turned on, the toggle, boxlayout, is available in the blend shape menu in the viewport. This toggle allows you to switch between using deform sliders and static sliders.

Size

The first value is the distance between the sliders (if there are multiple sliders). The second value is the length of each slider.

Offset

The slider’s offset from the rig.

Parent

Root

The parent for the blend shape controls. By default, it is set to the parent tag.

Tags

Tags

The tags to add to the slider control nodes (rig::AbstractControl graph nodes).

Shape

Shape

The shape of the slider controls. It can be set to any of the built-in APEX control shapes.

Color

The color of the slider controls.

Rotate

The rotation of the slider controls.

Scale

The scale of the slider controls.

See also

KineFX

Overview

Preparing character elements

Rigging with APEX graphs

Building rig graphs with APEX Script

Rigging with rig components

Animating in the viewport

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix