Houdini 21.0 Character KineFX

Scapula

Sets up the controls that move a character’s scapula.

Since 21.0

This component sets up the controls that move a character’s scapula:

Scapula movement

The following is an example network for setting up the scapula component:

  1. The inputs are the character’s mesh, skeleton, and a scapula ray geometry:

    Mesh (left), skeleton (right)

    The scapula ray geometry is a geometry surface onto which the look at target for the scapula control is projected (see the steps below for more details):

    Scapula ray geometry
  2. On the skeleton, clavicle and scapula joints are required by the scapula component:

    Joints needed for the scapula component
  3. Add scapula tags to the clavicle, scapula, and shoulder joints using the Attribute Adjust Array SOP (see preparing skeletons for more information on tagging skeleton joints):

    Scapula tags
  4. Add the mesh, skeleton, and scapula ray geometry to a character folder structure using a Pack Folder SOP. See assembling data for more information on using this node.

    On the Pack Folder SOP, specify a name for the scapula ray geometry. In our example, we name the geometry ScapulaRay.shp (we set Name to ScapulaRay, and Type to shp).

  5. See rigging a character for an example use of the fk transform and bone deform rig components.

  6. The limb rig component sets up the clavicle controls needed by the scapula component.

  7. On the scapula component, set the following:

    • In the Settings tab, set Ray Geometry to the name of the scapula ray geometry in the character folder structure, in our case, ScapulaRay.shp.

    • In the Driven tab, set Segments to the scapula tags, in our case, *_scapula.

    The following scapula controls are created:

    Scapula controls
  8. At the look at target, there is a box control that you can move around and a cross indicator that is projected onto the scapula ray geometry. The look at control (sphere) looks at the cross indicator, not the box control, and the cross indicator stays within the extents of the scapula ray geometry:

    Drive the scapula with the look at target control

    You can also drive the scapula with the clavicle target control. When you move the clavicle target, the scapula moves along with it, and the shoulder follows the rotation of the scapula:

    Drive the scapula with the clavicle target control

Parameters

Name

The name to add to the subnet nodes that set up the scapula look at functionality.

Settings

Ray Geometry

A shape onto which the scapula look at target is projected. This can be a polygon surface or NURBS curves, but a polygon surface is recommended, as NURBS could affect the performance if you have a heavy mesh.

Target Position

The start position of the scapula look at target.

Up Position

The position of the scapula look at up vector.

Clav U Range

The minimum and maximum rotation of the clavicle, in degrees, which determine the U range of the scapula look at target. As the clavicle rotation moves from the min to the max rotation value, the look at target moves from Target Position to Target U Max Offset. These values are automatically mirrored on the other side of the rig.

Target U Max Offset

The maximum offset of the scapula look at target from the Target Position in the U direction. When the clavicle rotation is at its maximum value (in Clav U Range), the look at target is at this offset. This value is automatically mirrored on the other side of the rig.

Clav V Range

The minimum and maximum rotation of the clavicle, in degress, which determine the V range of the scapula look at target. As the clavicle rotation moves from the min to the max rotation value, the look at target moves from Target Position to Target V Max Offset. These values are automatically mirrored on the other side of the rig.

Target V Max Offset

The maximum offset of the scapula look at target from the Target Position in the V direction. When the clavicle rotation is at its maximum value (in Clav V Range), the look at target is at this offset. This value is automatically mirrored on the other side of the rig.

Driven

Segments

Segments are tags that separate each scapula setup. For example, *_scapula loops over tags L_scapula and R_scapula. Tags can be set up on skeleton joints using an Attribute Adjust Array SOP. See preparing skeletons for rigging for more information.

If segments is empty, the scapula logic is run once.

Note

The Segments parameter does not take APEX path patterns, for example, the #<tag> function. Instead, specify the tag names directly in this field.

Driven

The nodes to drive. You can specify the individual joints, for example, “L_Clavicle L_Scapula L_UpperArm”, or a tag that exists on the TransformObject nodes, for example, “#L_scapula #R_scapula”. This is not needed if using Segments. This parameter accepts APEX path patterns.

IK Control

The IK root control for the shoulder. This control is parented to the scapula. When the scapula moves, the shoulder moves along with it. This parameter accepts APEX path patterns.

Parent

Parent

The parent of the clavicle controls. This is the usually the chest control.

Tags

Component

The tags to add to the nodes created by this component.

Shape

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.

Rotate

The rotation 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