Houdini 20.5 Nodes Object nodes

Mocap Biped 3 object node

A male character with motion captured animations.

Since 15.5

This asset is a male character with various animation mocap cycles and 10 different textures.

The Mocap cycles come in 8 different categories: Poses, Walks and Turns, Runs, Steps, Stadium, Inclines, Injured, and Zombie. All of these categories have the same naming convention:

Source of clip > Type of Source (Male, Female, Dragon) > Motion Type > Variation > Direction, Start Foot, Version

For example, the following clip comes from SideFx and is from a male who walks, turns right to 90 degrees, and starts with his left foot crossing his right ankle: SideFX_Male_walk_turn_90R_L_001.

There are also two proxy geometries that represent the basic dimensions of the objects used during the capture of the Inclines and Steps motions.

Parameters

Controls

Controls for translating, rotating, and scaling the character.

Animation

Animation Type

Different motion capture animation cycles. Choose between Poses, Walks and Turns, Runs, Steps, Stadium, Inclines, Injured, and Zombie.

Poses

SideFX_Male_neutral_001
SideFX_Male_t_pose_001

Walks and Turns

SideFX_Male_walk_L_001
SideFX_Male_walk_L_002
SideFX_Male_walk_R_001
SideFX_Male_walk_R_002
SideFX_Male_walk_startle_L_L_001
SideFX_Male_walk_startle_L_R_001
SideFX_Male_walk_startle_R_L_001
SideFX_Male_walk_startle_R_R_001
SideFX_Male_walk_stepOver_L_L_001
SideFX_Male_walk_stepOver_L_R_001
SideFX_Male_walk_stepOver_R_L_001
SideFX_Male_walk_stepOver_R_R_001
SideFX_Male_walk_turn_45L_L_001
SideFX_Male_walk_turn_45L_R_001
SideFX_Male_walk_turn_45L_R_v002
SideFX_Male_walk_turn_45R_L_001
SideFX_Male_walk_turn_45R_L_v002
SideFX_Male_walk_turn_45R_R_001
SideFX_Male_walk_turn_90L_L_001
SideFX_Male_walk_turn_90L_R_001
SideFX_Male_walk_turn_90R_L_001
SideFX_Male_walk_turn_90R_R_001
SideFX_Male_walk_under_L_001
SideFX_Male_walk_under_R_001

Runs

SideFX_Male_jog_hopOver_L_L_001
SideFX_Male_jog_hopOver_L_R_001
SideFX_Male_jog_hopOver_R_L_001
SideFX_Male_jog_hopOver_R_R_001
SideFX_Male_jog_turn_90L_L_001
SideFX_Male_jog_turn_90L_R_001
SideFX_Male_jog_turn_90R_L_001
SideFX_Male_jog_turn_90R_R_001
SideFX_Male_run_push_L_L_001
SideFX_Male_run_push_L_R_001
SideFX_Male_run_push_R_L_001
SideFX_Male_run_push_R_R_001
SideFX_Male_run_pushed_L_L_001
SideFX_Male_run_pushed_L_R_001
SideFX_Male_run_pushed_R_L_001
SideFX_Male_run_pushed_R_R_001
SideFX_Male_run_startle_L_L_001
SideFX_Male_run_startle_L_R_001
SideFX_Male_run_startle_R_L_001
SideFX_Male_run_startle_R_R_001
SideFX_Male_run_to_stop_L_001
SideFX_Male_run_to_stop_R_001
SideFX_Male_run_turn_180L_L_001
SideFX_Male_run_turn_180L_R_001
SideFX_Male_run_turn_180R_L_001
SideFX_Male_run_turn_180R_R_001
SideFX_Male_run_turn_90L_L_001
SideFX_Male_run_turn_90L_R_001
SideFX_Male_run_turn_90R_L_001
SideFX_Male_run_turn_90R_R_001

Stadium

SideFX_Male_Stadium_ah_forget_it_001
SideFX_Male_Stadium_anticipate_nope_kick_001
SideFX_Male_Stadium_big_disappointment_001
SideFX_Male_Stadium_big_wave_001
SideFX_Male_Stadium_boo_001
SideFX_Male_Stadium_boo_boo_slap_001
SideFX_Male_Stadium_boo_slap_001
SideFX_Male_Stadium_boo_slap_002
SideFX_Male_Stadium_cheer_clap_001
SideFX_Male_Stadium_clap_001
SideFX_Male_Stadium_multi_punch_001
SideFX_Male_Stadium_oh_no_001
SideFX_Male_Stadium_single_punch_001
SideFX_Male_Stadium_sit_cheer_001
SideFX_Male_Stadium_sit_cheer_002
SideFX_Male_Stadium_sit_cheer_003
SideFX_Male_Stadium_sit_cheer_004
SideFX_Male_Stadium_sit_idle_001
SideFX_Male_Stadium_sit_idle_002
SideFX_Male_Stadium_sit_stand_001
SideFX_Male_Stadium_sit_stand_002
SideFX_Male_Stadium_sit_stand_003
SideFX_Male_Stadium_sit_stand_cheer_001
SideFX_Male_Stadium_sit_stand_slap_001
SideFX_Male_Stadium_stand_cheer_001
SideFX_Male_Stadium_stand_cheer_002
SideFX_Male_Stadium_stand_cheer_jump_001
SideFX_Male_Stadium_stand_idle_001
SideFX_Male_Stadium_stand_idle_002
SideFX_Male_Stadium_stand_idle_003
SideFX_Male_Stadium_stand_idle_004
SideFX_Male_Stadium_stand_sit_idle_001
SideFX_Male_Stadium_stand_sit_idle_002
SideFX_Male_Stadium_watch_hell_nah_001
SideFX_Male_Stadium_wave_L_to_R_001
SideFX_Male_Stadium_wave_R_to_L_001
SideFX_Male_Stadium_wave_straight_001

Zombie

SideFX_Male_damaged_leg_idle_001
SideFX_Male_damaged_leg_walk_001
SideFX_Male_zombie_idle_001
SideFX_Male_zombie_idle_002
SideFX_Male_zombie_idle_003
SideFX_Male_zombie_idle_004
SideFX_Male_zombie_idle_005
SideFX_Male_zombie_idle_006
SideFX_Male_zombie_idle_007
SideFX_Male_zombie_idle_to_walk_001
SideFX_Male_zombie_idle_to_walk_L_002
SideFX_Male_zombie_idle_to_walk_L_003
SideFX_Male_zombie_idle_to_walk_L_004
SideFX_Male_zombie_idle_to_walk_R_002
SideFX_Male_zombie_idle_to_walk_R_003
SideFX_Male_zombie_idle_to_walk_R_004
SideFX_Male_zombie_walk_001
SideFX_Male_zombie_walk_002
SideFX_Male_zombie_walk_L_003
SideFX_Male_zombie_walk_L_004
SideFX_Male_zombie_walk_R_003
SideFX_Male_zombie_walk_R_004
SideFX_Male_zombie_walk_to_idle_L_001
SideFX_Male_zombie_walk_to_idle_L_002
SideFX_Male_zombie_walk_to_idle_L_003
SideFX_Male_zombie_walk_to_idle_R_001
SideFX_Male_zombie_walk_to_idle_R_002
SideFX_Male_zombie_walk_to_idle_R_003
SideFX_Male_zombie_walk_turn_90L_L_001
SideFX_Male_zombie_walk_turn_90L_L_002
SideFX_Male_zombie_walk_turn_90L_R_001
SideFX_Male_zombie_walk_turn_90L_R_002
SideFX_Male_zombie_walk_turn_90R_L_003
SideFX_Male_zombie_walk_turn_90R_L_004
SideFX_Male_zombie_walk_turn_90R_R_003
SideFX_Male_zombie_walk_turn_90R_R_004

Inclines

SideFX_Male_incline_DOWN_to_walk_L_001
SideFX_Male_incline_DOWN_to_walk_L_002
SideFX_Male_incline_DOWN_to_walk_R_001
SideFX_Male_incline_DOWN_to_walk_R_002
SideFX_Male_incline_UP_to_walk_L_001
SideFX_Male_incline_UP_to_walk_L_002
SideFX_Male_incline_UP_to_walk_R_001
SideFX_Male_walk_incline_DOWN_L_001
SideFX_Male_walk_incline_DOWN_L_002
SideFX_Male_walk_incline_UP_L_001
SideFX_Male_walk_incline_UP_L_002
SideFX_Male_walk_incline_UP_R_001
SideFX_Male_walk_incline_UP_R_002
SideFX_Male_walk_to_incline_DOWN_L_001
SideFX_Male_walk_to_incline_DOWN_L_002
SideFX_Male_walk_to_incline_UP_L_001
SideFX_Male_walk_to_incline_UP_L_002
SideFX_Male_walk_to_incline_UP_R_001
SideFX_Male_walk_to_incline_UP_R_002

Injured

SideFX_Male_crawl_v001
SideFX_Male_crawl_walk_v001
SideFX_Male_injured_walk_L_001
SideFX_Male_injured_walk_L_002
SideFX_Male_injured_walk_R_001
SideFX_Male_injured_walk_R_002
SideFX_Male_prone_back_recover_idle_v001
SideFX_Male_prone_recover_idle_001
SideFX_Male_prone_recover_walk_L_001
SideFX_Male_prone_recover_walk_L_002
SideFX_Male_prone_recover_walk_R_001
SideFX_Male_prone_recover_walk_R_002
SideFX_Male_walk_crawl_v001
SideFX_Male_walk_fall_prone_v001
SideFX_Male_walk_fall_recover_v001

Steps

SideFX_Male_step_DOWN_to_walk_L_L_001
SideFX_Male_step_DOWN_to_walk_R_R_001
SideFX_Male_walk_to_step_UP_L_L_001
SideFX_Male_walk_to_step_UP_L_R_001
SideFX_Male_walk_to_step_UP_R_L_001
SideFX_Male_walk_to_step_UP_R_R_001

Number of Frames

The frame count of the selected clip.

Inplace Animation

Play animations with the character standing in the same location.

Speed

Speeds up or slows down the animation cycle.

Cycle Frame Offset

Offset the animation cycle by this number of frames.

Deform Method

Choose the bone deform method.

Linear Skinning

The standard, fastest method. However, artifacts can occur for twisting geometry between two bones, producing volume loss. To fix these artifacts, introduce additional bones to even out the deformation.

Dual Quaternion Skinning

Dual quaternion skinning is an alternate way of computing the deformation from bones. This method is better for deforming twisting geometry and preventing volume loss than the traditional Linear Skinning method. This is often used for body parts, such as the shoulders of characters.

Blend Dual Quaternion and Linear Skinning

Blends the deformation computed using both methods together based on a point attribute. For this method, a float point attribute must be supplied in the Blend Attribute parameter. A blend attribute value of 0.0, will use the Linear Skinning solution. A blend attribute value of 1.0 will use the Dual Quaternion solution. A blend value of 0.5 will mix both solutions together evenly.

From Input Geometry

When selected the deformSkinMethod global attribute gives the method where the string value linear specifies Linear Skinning skinning, dualquat specifies Dual Quaternion Skinning skinning, and blenddualquat specifies Blend Dual Quaternion and Linear Skinning skinning. The deformDualQuaternionBlendAttrib global attribute also gives the Blend Attribute name.

Onion Skinning

Turn on Onion Skinning. See Onion Skinning for more information.

Material

Choose from the different character textures.

Object nodes

  • Agent Cam

    Create and attach camera to a crowd agent.

  • Alembic Archive

    Loads the objects from an Alembic scene archive (.abc) file into the object level.

  • Alembic Xform

    Loads only the transform from an object or objects in an Alembic scene archive (.abc).

  • Ambient Light

    Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.

  • Auto Bone Chain Interface

    The Auto Bone Chain Interface is created by the IK from Objects and IK from Bones tools on the Rigging shelf.

  • Blend

    Switches or blends between the transformations of several input objects.

  • Blend Sticky

    Computes its transform by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.

  • Bone

    The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy …

  • Camera

    You can view your scene through a camera, and render from its point of view.

  • Common object parameters

  • Dop Network

    The DOP Network Object contains a dynamic simulation.

  • Environment Light

    Environment Lights provide background illumination from outside the scene.

  • Extract Transform

    The Extract Transform Object gets its transform by comparing the points of two pieces of geometry.

  • Fetch

    The Fetch Object gets its transform by copying the transform of another object.

  • Formation Crowd Example

    Crowd example showing a changing formation setup

  • Fuzzy Logic Obstacle Avoidance Example

  • Fuzzy Logic State Transition Example

  • Geometry

    Container for the geometry operators (SOPs) that define a modeled object.

  • Groom Merge

    Merges groom data from multiple objects into one.

  • Guide Deform

    Moves the curves of a groom with animated skin.

  • Guide Groom

    Generates guide curves from a skin geometry and does further processing on these using an editable SOP network contained within the node.

  • Guide Simulate

    Runs a physics simulation on the input guides.

  • Hair Card Generate

    Converts dense hair curves to a polygon card, keeping the style and shape of the groom.

  • Hair Card Texture Example

    An example of how to create a texture for hair cards.

  • Hair Generate

    Generates hair from a skin geometry and guide curves.

  • Handle

    The Handle Object is an IK tool for manipulating bones.

  • Indirect Light

    Indirect lights produce illumination that has reflected from other objects in the scene.

  • Instance

    Instance Objects can instance other geometry, light, or even subnetworks of objects.

  • LOP Import

    Imports transform data from a USD primitive in a LOP node.

  • LOP Import Camera

    Imports a USD camera primitive from a LOP node.

  • Labs Fire Presets

    Quickly generate and render fire simulations using presets for size varying from torch to small to 1m high and low

  • Light

    Light Objects cast light on other objects in a scene.

  • Light template

    A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.

  • Microphone

    The Microphone object specifies a listening point for the SpatialAudio CHOP.

  • Mocap Acclaim

    Import Acclaim motion capture.

  • Mocap Biped 1

    A male character with motion captured animations.

  • Mocap Biped 2

    A male character with motion captured animations.

  • Mocap Biped 3

    A male character with motion captured animations.

  • Null

    Serves as a place-holder in the scene, usually for parenting. this object does not render.

  • Path

    The Path object creates an oriented curve (path)

  • PathCV

    The PathCV object creates control vertices used by the Path object.

  • Python Script

    The Python Script object is a container for the geometry operators (SOPs) that define a modeled object.

  • Ragdoll Run Example

    Crowd example showing a simple ragdoll setup.

  • Reference Image

    Container for the Compositing operators (COP2) that define a picture.

  • Rivet

    Creates a rivet on an objects surface, usually for parenting.

  • Simple Biped

    A simple and efficient animation rig with full controls.

  • Simple Female

    A simple and efficient female character animation rig with full controls.

  • Simple Male

    A simple and efficient male character animation rig with full controls.

  • Sound

    The Sound object defines a sound emission point for the Spatial Audio chop.

  • Stadium Crowds Example

    Crowd example showing a stadium setup

  • Stereo Camera Rig

    Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.

  • Stereo Camera Template

    Serves as a basis for constructing a more functional stereo camera rig as a digital asset.

  • Sticky

    Creates a sticky object based on the UV’s of a surface, usually for parenting.

  • Street Crowd Example

    Crowd example showing a street setup with two agent groups

  • Subnet

    Container for objects.

  • Switcher

    Acts as a camera but switches between the views from other cameras.

  • TOP Network

    The TOP Network operator contains object-level nodes for running tasks.

  • VR Camera

    Camera supporting VR image rendering.

  • Viewport Isolator

    A Python Script HDA providing per viewport isolation controls from selection.

  • glTF