Houdini 22.0 Character KineFX

Eye

Sets up look at controls for one or more eyes.

Since 22.0

This component creates a look at rig for each matching eye segment - a target control the eye aims at, plus optional driver and up controls. A single main target control parents all the per-eye targets, so you can move all the eyes together or each eye independently. The component runs once over all the segments matching Segments.

Eye rig component

Parameters

Name

The name to add to the nodes created by this component. When a segment name is needed in a control name, use the string “{segment}”, which is replaced by the segment name.

Settings

Target Position

The default position of each eye’s look-at target, relative to the eye joint.

Up Position

The direction of the up vector used to orient the look-at. Only used when Use Up is turned on.

Use Driver

When turned on, creates a driver control for each eye that lets you rotate the eye directly, in addition to the look-at target.

Use Up

When turned on, creates an up control for each eye that orients the eye’s twist around its aim axis.

Use World Space

When turned on, the look-at is computed in world space, so the target stays put as parent controls move. When turned off, the look-at is computed in local space.

Driven

Segments

The tags that identify each eye to set up. Defaults to *_eye. Tags can be set up on skeleton joints using an Attribute Adjust Array SOP. See preparing skeletons for rigging for more information.

Driver

Make sure the control names are unique. To create unique names for each eye, use the string “{segment}”, which is replaced by the segment name.

Main Name

The name of the main target control that parents all of the per-eye targets.

Target Name

The name of each eye’s target control. Use “{segment}” to insert the segment name.

Up Name

The name of each eye’s up control. Use “{segment}” to insert the segment name.

Driver Name

The name of each eye’s driver control. Use “{segment}” to insert the segment name.

Parent

Parent

The parent of the main target control. If left empty, the parent of the first eye target’s joint is used. This parameter accepts APEX path patterns, so you can specify tags in this field.

Tags

Tags

The tags to add to the controls created by this component. Defaults to eye.

Shape

The APEX Configure Controls SOP provides more options for changing the look of the controls.

Color

The color of the control shapes.

Scale

The scale of the control shapes.

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

Customizing the animate state

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix