Houdini 21.0 Nodes Geometry nodes

APEX Animation from Skeleton geometry node

Adds animation from a source skeleton to an animation scene.

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Since 21.0

This node takes the animation on a source skeleton and calculates the animation parameters for a target skeleton in an animation scene. It outputs the input scene with the new animation as well as the updated skeleton and skin geometry. See animation workflow for examples of how to use this node.

Parameters

Character

Rig Path

The path to the rig whose animation to update.

Skeleton Path

The path to the skeleton geometry whose animation to update.

Mapping

Map Using

Specifies the method used to map the rig controls to the skeleton joints.

Mapping Property

Maps based on the Mapping Property Name.

Match By Name

Matches controls and joints with the same name.

Match By Xform

Matches controls and joints based on proximity. The Tolerance determines how close the control and joint need to be for them to be considered for mapping.

Note

All the mapped controls are keyed in the output animation.

Mapping Property Name

When Map Using is set to Mapping Property, this is the name of the mapping property that maps joints on the skeleton to its driven controls. This property is stored in the properties dictionary on the controls (TransformObject nodes), and can be created by the APEX Map Character SOP.

Tolerance

When Map Using is set to Match By Xform, only control-joint pairs with a distance less than this value are considered for mapping.

Frame

Frame Range

The range of input frames to evaluate.

Frame Pattern

The set of frames to set keys on in the output animation. Use Houdini’s group syntax to specify the set of frames. For example, 1-100:2 ^10-20 sets keys on every other frame from frames 1 to 100 except between frames 10 and 20.

Animation Clip

Clip Name

The name to give the animation clip containing the new channel primitives. A .clip extension is added to the name if it’s not already included.

Controls

An APEX path pattern that specifies the Rig's controls whose channels to update. This limits the channels that are added to the animation clip from the input geometry.

Replace Existing Animation

When turned on, the new channels replace the existing animation clip. When turned off, the existing channels are kept unless they are overridden by a new channel.

Inputs

Scene

The animation scene.

Source Skeleton

The source skeleton with the animation.

Outputs

Scene

The animation scene with the updated animation.

Output Skeleton

The skeleton with the updated animation.

See also

Geometry nodes