Houdini 22.0 Character KineFX

List of prebuilt rig components

The following prebuilt rig components are available from the APEX AutoRig Component SOP.

Rig components

  • Blend Shape

    Adds blend shapes with controls to an APEX rig.

  • Bone Deform

    Adds bone deformation functionality to an APEX rig.

  • Clean

    Cleans up a skeleton and rig by removing extra joints and unpromoting controls.

  • Delta Mush

    Smooths out point deformations.

  • Delta Mush

    Smooths out point deformations.

  • Eye

    Sets up look at controls for one or more eyes.

  • FK Transform

    Creates an APEX graph node hierarchy using a guide skeleton.

  • Foot

    Sets up a foot with heel, toe, and tilt controls as well as FK and IK controls for the toes.

  • Full Body IK

    Adds full body IK to an APEX rig.

  • Groom Deform

    Attaches a hair, fur, or feather groom to a character’s animated skin shape.

  • Hand

    Sets up a hand with FK and IK fingers.

  • IK/FK Blend

    Performs a local blend between an IK and FK chain.

  • Joint Rotate Corrective

    Uses the rotation of a joint to drive the position of another joint.

  • Limb

    Sets up IK chains with 3 nodes and provides options to add twist and clavicle setups, and blend between IK and FK.

  • Look At

    Creates a look at constraint for a driven TransformObject node.

  • Mapped Constraints

    Constrains two TransformObject nodes based on a matching mapping property.

  • Multi IK

    Sets up IK chains with more than 3 nodes, or multiple IK chains using segments.

  • Neck Head

    Sets up neck and head controls for a character.

  • Pose Blend

    Adds pose blending with controls to an APEX rig.

  • Rename

    Renames existing controls on an APEX rig.

  • Reverse Foot

    Sets up a reverse foot with heel, toe, and tilt controls.

  • Root

    Creates a hierarchy of root controls for a character.

  • Scapula

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

  • Set Driven Keys

    Drives transforms and channels on multiple TransformObject nodes with a single driver control or animation clip.

  • Spine

    Sets up spine controls for a character.

  • Spline

    Sets up a spline solver.

  • Surface Deform

    Deforms geometry by binding it to a skinned surface and following the surface as it deforms.

  • Transform Driver

    Creates, parents, and constrains TransformObject nodes.

  • Twist

    Sets up the deformation of twist joints on an APEX rig.

  • Ulna

    Sets up an anatomical twist for a character’s forearm.

  • Wrinkle Deform

    Adds a wrinkle deformer to an APEX rig.

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