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 blend shape rig component for an example of setting up blend shapes and creating custom sliders for this component.

Default blend shape slider control

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

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.

Sliders

Slider Geo

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

Bonedeform Sliders

When turned on, transfers the mesh capture weights onto the 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 tag to add on 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.

Rotate

The rotation of the slider controls.

Scale

The scale of the slider controls.

Color

The color 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