Houdini 21.0 Character KineFX

Full Body IK

Adds full body IK to an APEX rig.

Since 20.5

This component adds full body IK to an APEX rig. See rigging a character for an example use of this component.

Full body IK functionality

To configure the weights of the full body IK controls, a weight point attribute is required on the joints. If the weight attribute is used, a default weight is applied to all the driven joints before overriding specific joints with differing values.

Parameters

Name

The name of the FBIK subnet created by this component.

Settings

Point Transform Name

The skel::SetPointTransforms node that the FBIK subnet connects to. This parameter is composed of the skel::SetPointTransforms node name and the skel::SetPointTransforms port that the FBIK subnet connects to, for example, pointtransform.geo. This parameter also accepts the APEX path pattern port syntax, for example, pointtransform:geo and pointtransform:geo[in]. If the [in] port is not specified, the first port is used.

Tolerance

The margin of error that the solver is allowed to work within. Once the tolerance is reached, the solver can exit early from its iterations. Setting this to 0 forces the solver to always perform the full number of iterations.

Damping

The damping factor for the solver. Larger values produce more stable results when, for example, a target is unreachable. However, a value that is too large requires more iterations for convergence. A value of around 0.5 is typically a suitable initial value.

Iterations

The number of iterations for the solver to perform.

Driven

Driven

The TransformObject nodes that are deformed by this component. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, “* ^*twist* ^%tag(fingers)”, which excludes the twist and finger joints. See preparing skeletons for rigging for more information on adding tags to skeleton joints.

Drivers

Drivers

The TransformObject nodes that drive the full body IK. This is usually a small selection of joints in the hierarchy, like the feet, pelvis, wrists, and neck. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #fbik.

Prefix

The prefix to add to the full body IK controls.

Suffix

The suffix to add to the full body IK controls.

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

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

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix