Houdini 22.0 Character KineFX

FK Transform

Creates an APEX graph node hierarchy using a guide skeleton.

Since 20.0

This component creates an APEX rig graph by translating the source skeleton into a rig hierarchy; it takes each of the skeleton joints and creates a TransformObject node in the rig graph. The TransformObject nodes can then be turned into controls that the user can interact with in the animate state. See rigging a simple geometry and rigging a character for example uses of this component.

FK transform functionality

For each TransformObject node created by this component, a mapping entry is added to the properties dictionary attribute on the node. This mapping entry contains the name of the reference skeleton and the joint that was used to create the node. For example, if Skeleton in the Source tab is set to Guides.skel, the mapping entry will contain "mapping:Guides.skel":"pelvis". This mapping information is used later in rig components like the IK/FK blend component to identify the relationship between FK and IK nodes in the rig.

Parameters

Settings

Prefix

The prefix to add to the control names.

Suffix

The suffix to add to the control names.

Use Skeleton Position

When turned on, positions the nodes in the graph based on the joint xform positions in world space.

Skeleton Position Scale

When Use Skeleton Position is turned on, this scales the nodes in the graph.

Use Scale Inheritance

When turned on, sets the Scale Inheritance of all the TransformObject nodes. The scale inheritance can also be set in the properties dictionary on the source skeleton.

Scale Inheritance

Use Rord

When turned on, sets the rotation order of the nodes globally.

Rord

When Use Rord is turned on, this is the rotation order of the nodes. The rotation order can also be set in the properties dictionary on the source skeleton.

Use Xord

When turned on, sets the transformation order of the nodes globally.

Xord

When Use Xord is turned on, this is the transformation order of the nodes. The transformation order can also be set in the properties dictionary on the source skeleton.

Use Node Color

When turned on, sets the color of the controls to the Color parameter in the Shape tab.

Use Shape Data

When turned on, sets the shape data for the controls from the guide skeleton.

Add Point Transform

When turned on, adds a skel::SetPointTransforms node to the graph, and connects all the TransformObject nodes created from the source skeleton to this new skel::SetPointTransforms node. The TransformObject node names are used to set the skel::SetPointTransforms port names. To deform the skeleton, the skel::SetPointTransforms port names must match the skeleton joint names. See graphs for deforming geometry for more information.

Point Transform Name

When Add Point Transform is turned on, this is the name of the new skel::SetPointTransforms node.

Output Skeleton

The name of the skeleton you want to modify. This is set as a port name on the graph input and output nodes.

Source

Guide Skeleton

The reference skeleton used to create the node hierarchy. This overrides the Guide Source in the APEX AutoRig Component SOP.

Joint Group

The group of joints that TransformObject nodes are created for. By default, all the joints are included. Joint names are specified with the syntax, @name=<joint_name>.

Add

When turned off, creates the controls for Joint Group in world space. For example, if you set Joint Group to the head joint, the control will be positioned at the head joint of the character. This is the default setting.

When turned on, adds the controls for Joint Group to the existing node hierarchy - the new TransformObject nodes are added to the existing hierarchy based on the skeleton joint hierarchy. This is useful if you already have a node hierarchy and want to add additional joints to your skeleton.

Controls

Parms Node Name

The name of the input parameters node in the rig graph.

Output Node Name

The name of the output node in the rig graph.

T Promote Group

Promotes the translate components of the specified TransformObject nodes. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #<tag>.

R Promote Group

Promotes the rotate components of the specified TransformObject nodes. This parameter accepts APEX path patterns, so you can specify tags in this field.

S Promote Group

Promotes the scale components of the specified TransformObject nodes. This parameter accepts APEX path patterns, so you can specify tags in this field.

Tags

Tags

The tags that are added to the TransformObject nodes created by this component. Set to bind by default.

These tags are used for finding specific TransformObject nodes using the APEX path pattern syntax. For example, if Tags is set to bind, a downstream rig component could use the APEX path pattern function #bind to find all the TransformObject nodes created by this component.

Shape

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

Shape

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

Color

When Use Node Color is turned on, this is the color of the controls.

Scale

The scale of the controls.

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