Houdini 22.0 Character KineFX

Delta Mush 3.0

Smooths out point deformations.

Since 22.0
This feature is still under development. The current functionality is unfinished and subject to change, and may have thin or no documentation. Please bear this in mind when using it.

This component adds a sop::deltamush node after a sop::bonedeform node in an APEX rig.

Parameters

Name

The name of the sop::deltamush node.

Settings

Bone Deform

The sop::bonedeform node that the sop::deltamush node is connected to. This parameter is composed of the sop::bonedeform node name and the sop::bonedeform port that connects to the sop::deltamush node, for example, Bonedeformation.geo. This parameter also accepts the APEX path pattern port syntax, for example, Bonedeformation:geo[out]. If the [out] port is not specified, the first port is used.

Group

The subset of points to smooth.

Method

The weighting method used for smoothing.

Uniform

The fastest method but assumes the edge lengths are roughly the same everywhere.

Edge Length

Uses the edge length to weight the smoothing so that more details are maintained. It can also prevent points from looking like they are drifting along the surface.

Iterations

The number of smoothing iterations to apply. More iterations result in smoother results. In general, more iterations are needed for the same amount of smoothing for geometry that have higher point counts at the same size.

Step Size

The amount of smoothing applied for each iteration. Larger step sizes result in smoother results. If there are artifacts in the result, try using smaller step sizes along with more Iterations (at the expense of longer cook times).

Tags

Tags

The tags to add to the sop::deltamush node.

See also

KineFX

Overview

Preparing character elements

Rigging with APEX graphs

  • APEX graph basics

    Introduction to the APEX graph evaluation framework.

  • APEX graph debugger

    Inspect the values of an APEX graph’s ports within the APEX network view.

  • APEX Script basics for graph building

    An overview of APEX Script, a code interface for building APEX graphs.

  • Graphs for numerical operations

    Example graphs of numerical operations like adding two values, fetching multiple results, and retrieving information from geometry.

  • Graphs for viewport animation

    Example graphs of animate state functionality like creating controls and constraints, and defining joint hierarchies.

  • Graphs for deforming geometry

    Example of a SOP network and APEX graph for deforming a 3-joint tube geometry.

  • Graph metadata

    Information added to graph nodes and ports.

  • APEX path pattern

    A set of rules that allow you to filter and select elements within graphs, skeletons, geometry, and the character folder structure.

  • APEX graph nodes

    APEX nodes provide operations for building up the functionality of APEX graphs, which are used in KineFX to create character rigs and perform other geometry manipulation.

  • APEX updates for H22

    New and updated APEX graph nodes for Houdini 22.

Building rig graphs with APEX Script

Rigging with rig components

Animating in the viewport

  • Animation workflow

    Example networks of adding characters, props, characters, and animation to a scene.

  • Animating in LOPs

    Rig and animate characters and props in the context of a USD stage.

  • Working in the animate state

    Select and manipulate controls, define transform limits for controls, and add skin controls to a character.

  • Animate state menus and HUDs

    Menus, HUDs, toolbars, and options in the animate state.

  • Animate state hotkeys

    Hotkeys available in the animate state.

  • Posing

    Pose characters in the animation scene by using locators, copying and pasting controls, and mirroring poses.

  • Motion paths

    Visualize the motion of controls as curves in 3D space.

  • Constraints

    Create relationships between controls in the animate state.

  • Dynamic motion

    Add physically-accurate projectile motion to your animation in the animate state.

  • Ragdoll

    Add a ragdoll simulation to your animation in the animate state.

  • Full body IK

    Apply full body inverse kinematics to pose the character using high-level targets rather than manipulating individual joints.

  • Secondary motion

    Add physically-accurate effects like lag/overshoot, jiggle, and spring to your animation in the animate state.

  • Control selection sets

    A tree view of controls, selections, and selection sets for the animate state. Allows management of control selection and visibility.

  • Motion mixer

    Combine and edit the animation clips of multiple characters in a timeline-based view.

  • Character picker

    Create a 2D layout with simple buttons for selecting character controls in an animation scene.

  • Animation catalog

    Save, manage, and apply animations and single-frame poses to an animation scene.

  • Animation layers

    Create multiple layers of animation without affecting the original animation.

  • Animation toolbar

    A customizable toolbar consisting of simple slider tools that quickly apply modifications to animation controls and curves.

  • Animation bookmarks

    Frame markers that help organize and identify the different parts of your animation.

Customizing the animate state

SOP-based animation

  • Physics-based motion

    Add physically-accurate motion to your animation using the Projectile Motion and Pendulum Motion SOPs.

  • Ragdoll simulations

    Add a ragdoll simulation to your animation using the Ragdoll Solver SOP.

Deformation

  • Blend shapes

    Create blend shapes using blend shape SOP nodes.

Animation retargeting

Pre-H20

Panes

  • Motion mixer

    A timeline-based view of the animation clips and motion effects of multiple characters.

  • Character picker

    Create a 2D layout with simple buttons to select character controls in an animation scene.

  • Rig tree view

    A hierarchical view of character components, including packed character folders, KineFX rigs, and Object node rigs.

  • Animation editor

    View and edit animated parameters and their transitions between keyframes.

  • Geometry spreadsheet

    Displays details about the geometry selected in the network editor.

Appendix