Houdini 21.0 Character KineFX

Rename

Renames existing controls on an APEX rig.

Since 21.0

This component renames existing controls on an APEX rig.

Warning

If you rename the controls, the control names and joints names will be out of sync. It is recommended to use this component at the end of building your rig, similar to the APEX Configure Controls SOP in this example of rigging a character.

Parameters

Rename Guides

When turned on, renames the guide joints. This can be used to correct an incoming skeleton to match the new node name.

Rename Promoted Ports

When turned on, the promoted port names are updated to match the node.

Renames

The number of groups of nodes to rename.

Renames are performed from top to bottom. Renames further down the list will overwrite the entries before it. Renames further down the list will also use any updated names, not the original names.

Group

The group of controls (TransformObject nodes) to rename. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, %tag(arm_l).

Use Pattern

When turned on, uses a pattern to rename the nodes. For example:

  • To rename hand_l to L_hand, set Find to *_l, and Replace to L_*.

  • To rename arm_l_ik to L_arm_ik, set Find to *_l_*, and Replace to L_*_*.

  • When using more than one *, the values are stored in an ordered list and can be recovered using an index, for example, *(0), *(1), etc. For example, to rename arm_l_ik to L_ik_arm, set Find to *_l_*, and Replace to L_*(1)_*(0).

Rename

When Use Pattern is turned off, the nodes in Group are renamed to this value.

Find

When Use Pattern is turned on, this is the pattern to replace.

Replace

When Use Pattern is turned on, this pattern replaces the pattern in Find.

Prefix

The prefix to add to the new name.

Suffix

The suffix to add to the new name.

Padding

For non-zero values, appends a number with this many digits to the new name. For example, to rename pelvis, spine*, neck, and head to spine_<number>:

  • Set Group to pelvis spine* neck head.

  • Set Rename to spine.

  • Setting Padding to 1 renames the controls to spine_1, spine_2, etc. Setting Padding to 3 renames the controls to spine_001, spine_002, etc.

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