Houdini 22.0 Nodes Geometry nodes

APEX AutoRig Builder geometry node

Interactively applies and configures rig components in the viewport.

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Since 21.0

This node allows you to interactively apply and configure prebuilt and custom rig components for a character through the viewport. See rigging with the Autorig Builder for more information.

Parameters

Auto Update

When turned on, automatically updates the test rig when changes are made to the guide in the Autorig Builder viewer state.

Update Rig

Updates the test rig in the Autorig Builder viewer state.

Viewport Options

Opens the animate state settings in the Autorig Builder viewer state.

Reset Guides

Resets the guide in the Autorig Builder viewer state. The configurations of the controls are reset to their defaults and any adjustments made to the guide positions are reset.

Reset Test Rig

Resets the test rig in the Autorig Builder viewer state. All the controls of the test animation are reset to their rest positions, and any test animation on the test rig is removed.

Reset All

Resets the guide, test rig, and any tweaked shapes.

Settings

General
Rig

Rig Source

The operation to perform if the character’s rig is added or modified.

Add or Update

Adds/updates the specified rig in the CharacterStream input. If no rig exists, one is created if possible.

Add or Replace

Adds/replaces the specified rig in the CharacterStream input.

Skeleton

Guide Source

The operation to perform if the character’s skeleton is added or modified. This skeleton usually represents the skeleton used for binding joints when performing bone capture. This node can either extend a capture skeleton with the new joints necessary for bone capture, or build a capture skeleton from scratch.

Add or Update

Adds/updates the specified skeleton in the CharacterStream input. If no skeleton exists, one is created if possible.

Add or Replace

Adds/replaces the specified skeleton in the CharacterStream input.

Save Guides Skeleton

When turned on, creates or updates the guide skeleton, Guides.skel, and saves it in the character folder structure in the CharacterStream output. The guide skeleton represents the hierarchy and transforms of all the joints and controls on the rig. This information is used by rig components downstream (in the APEX AutoRig Builder and APEX AutoRig Component SOPs) to modify and build up the rig.

Shape

Shape Source

The operation to perform if the character’s shape is added or modified. The shape is used to preview the basic character shape, which helps with joint placement.

Add or Update

Adds/updates the specified shape in the CharacterStream input. If no skeleton exists, one is created if possible.

Add or Replace

Adds/replaces the specified shape in the CharacterStream input.

Orientation

Main Axis

The primary axis of the input skeleton that points to the next child joint. Any rig components added with this node uses this axis as their primary axis for new joints or controls, if applicable.

Secondary Axis

The secondary axis of the input skeleton, which is the rotation axis that the animator most often uses. Any rig components added with this node uses this axis as their seconday axis for new joints or controls, if applicable.

Reorient

When turned on, enforces auto reorientation of the joints. This is automatically turned on when using rig templates.

Pin Orient Group

When Reorient is turned on, these are the guide joints that are excluded from the automatic reorientation.

Orient Attribute

The name of the detail orientation attribute that is created on the output skeleton if the reorientation is used.

Mirror

Note

Currently, only mirroring from left to right is supported.

Left

The pattern to identify the joints on the left side of the input skeleton. This pattern is also used to name the new controls and joints on the left side of the character.

Right

The pattern to identify the joints on the right side of the input skeleton. This pattern is also used to name the new controls and joints on the right side of the character.

Input Skeleton

Input Skeleton to FK

When turned on, creates an FK control for every joint on the input skeleton. This option is helpful if you want to start building a new rig with this node. Turn this off if you already have an existing rig that you only want to update with this node.

Clear Input Tags

When turned on, removes the tags on the input skeleton before performing any processing. This parameter is available when Input Skeleton to FK is turned on.

Allow New Bind Joints

When turned off, doesn’t add the new joints created by this node to Base.skel. This makes the skeleton processing more efficient when working with an existing skeleton that has a heavy joint count.

FK Exclude

The joints to exclude when building the FK controls. This parameter accepts tags.

Note

If Allow New Bind Joints is turned off, the excluded joints are not used in the calculations for building the rig. This can improve the performance of this node.

Mirror FK

When turned on, mirrors the guide joint transformations from left to right.

Mirror Exclude

The guide joints to exclude when mirroring transformations from left to right. This parameter accepts tags.

Note

Even if some guide joints are excluded when mirroring transformations, we can still mirror the functionality of the rig components on a per-component basis.

Automatic Joint Size

When turned on, automatically determines the joint size based on the size of the character.

Joint Size

When Automatic Joint Size is turned off, this is the size of the guide joints.

Rig Offset

The position of the test rig in the viewport.

Skin Weights

Add Preview Skin Weight

When turned on, creates proxy weights for the character and provides a better preview of the rig functionality even if you don’t have capture weights on your input character.

Build

Use Template

When turned on, defines whether a rig template is applied or updated.

First drop-down menu

The saved rig template that is applied. A template can be provided by the second input connection, or read from disk via the component registry. Houdini ships with the Biped and Mocap Biped templates.

The Biped template provides a skeleton with the Houdini standard naming convention and additional mappings to the Mixamo Character Stream, along with the full component configuration for a biped setup. This includes auto-clavicle setups, IK/FK setups for the limbs, IK for the fingers, a stretchable spine, and a full inverse foot setup.

The Mocap Biped template provides the Houdini standard skeleton and a simplified biped setup with IK-only limbs, a simplified reverse foot setup, and a simplified aim-only shoulder setup. In the motion mixer workflow, the mocap configuration targets simplify use cases and rig adjustments on top of the processed input animations.

Templates can also be stored using the Save tab in any APEX AutoRig Builder SOP.

Second drop-down menu

The predefined mapping that is applied to automatically find the joints of the input skeleton. The Name option always expects a one-to-one name match between the template names and input skeleton names. The Custom option lets you generate a custom mapping in the viewport.

Apply Or Update

Applies the template to the character. All the joints from the character are mapped, and all the components associated with the rig template are applied (with their saved configurations) as entries to the Segments parameter.

This still gives you the option to fully modify any configuration from the template. By default, applying a template activates auto-reorientation and reorients the input skeleton to the stored orientations of the template. This can be turned off on the Fit Skeleton component’s menu in the viewport.

Add Configure Controls

When turned on, applies the template’s settings to the APEX Configure Controls SOP downstream from this node, allowing you to further tweak the look of the control interface in a procedural way.

Segments

The components used to build the rig. This multiparm is populated as you add components to your rig in the Autorig Builder viewer state. Each instance of a component is defined as a segment.

You can turn a segment on or off to specify whether to add the segment to the rig. If you want to apply the segment to a specific side of the character, the Left or Right pattern should be part of the segment name.

You can set the color that is associated with the segment. This is used to color the guide joints and menu as well as the resulting controls if no color scheme is used. This helps to quickly associate the multiparm entry with the viewport representation of the segment.

The drop-down menu beside the color chip specifies the component type for the segment. The components that are available for this node are the same as those available in the APEX AutoRig Component SOP. In addition to the components, the following options are available in the drop-down menu:

Add Segment Tag

Adds a tag on the guide joints. See the Autorig Builder page for an example.

Input Template

The rig piped into the second input of this node is used as a template for creating another rig. See using rig configurations as a template for an example.

Add Control

Adds a control to the character. See the Autorig Builder how-to for more information.

Note

Custom-built components can be saved and configured in the APEX AutoRig Component SOP. These components will then show up in this drop-down menu as well as the component catalog in the viewport, and can be used by dragging and dropping from the component catalog. If a new component doesn’t show up in the drop-down menu, click the Reload Rig Components button to reload/update your library of components.

The button activates viewport mapping mode, which allows you to associate the segment with guide joints or guide tags. In the viewport, drag the segment to another joint on the guide and press Enter, or press ⎋ Esc to exit the mapping mode.

Advanced

The parameters in this section are set by the viewport drag and drop interactions and the menu on the guide. It is recommended to use the interactive tool instead of manually setting the values in this section.

Parent

The guide joint that the segment is parented to. New segments joints are parented to this joint.

Note

The parent guide joint is indicated with a green joint when using the mapping mode. The mapping mode can be activated by clicking the menu on the guide and selecting the segments icon, or by clicking the button beside the segment name. See “Reparent a component” in the Autorig Builder how-to for more information.

Guide Removal Pattern

The guide joints to exclude from the segment. For example, if you want to add a hand component but you only need three fingers, the extra two fingers can be marked to be excluded. See the Autorig Builder page for an example of how to do this.

Number of Elements

The number of guide joints for the segment. This is used for components that can have a varying number of guide joints, for example, a spline or FK joint chain. This parameter is populated when the number of elements is set using the number of elements icon in the guide’s menu.

Mapping

The joint mappings between the component’s reference skeleton and the working skeleton. The component’s reference skeleton is stored internally and is used to represent the joints needed by the component. It is also used to transfer tags and properties to the working skeleton.

From

The joint from the component’s reference skeleton to map from.

To

The joint on the working skeleton to map to.

Position

Mirror

When turned on, mirrors the segment from the left side of the character to the right. It doesn’t matter if the skeleton is asymmetrical; mirroring can still be applied as long as there are matching names that specify the left and right sides of the character.

Note

Currently, only mirroring from left to right is supported.

Mode

Specifies whether the Translate, Rotate, and Scale values are applied as pre-transforms or post-transforms.

Translate

The starting position of the segment.

Rotate

The starting rotation of the segment.

Scale

The starting scale of the segment.

Post Process

The parameters in this section allow you to make additional edits to your rig, including updating the colors of all the controls using a template.

The image below shows an example of using a template to set different levels of control colors - primary (dark blue), secondary (medium blue), and tertiary (light blue):

Different levels of control colors
Manual Shape Edits

When turned on, manual tweaks of the rig control shapes are applied to the final output rig. The control shapes of the final rig can be tweaked by pressing O over the viewport. See “Tweak control shapes” in the Autorig Builder how-to for more information. Manual shape edits include updates to the control shape’s color, shape, and transformation.

Shape Group

The shapes to apply the manual edits to. If a control is not specified in this parameter, the manual shape edits are not applied to the control.

Reset Changes

Removes any manual changes to the shape, color, and transformation of control shapes made in the tweak control shapes mode (see “Tweak control shapes” in the Autorig Builder how-to).

Color Template

When turned on, sets the control colors based on the colors in the Primary Controls, Secondary Controls, and Tertiary Controls parameters. When turned off, uses the colors on the guide.

Primary Controls

Pattern

The controls to color with the primary control colors. Specify the control tags in this parameter.

Color Left

The color of the primary controls on the left side of the test rig.

Color Mid

The color of the primary controls in the middle of the test rig.

Color Right

The color of the primary controls on the right side of the test rig.

Secondary Controls

Pattern

The controls to color with the secondary control colors. Specify the control tags in this parameter.

Color Left

The color of the secondary controls on the left side of the test rig.

Color Mid

The color of the secondary controls in the middle of the test rig.

Color Right

The color of the secondary controls on the right side of the test rig.

Tertiary Controls

Pattern

The controls to color with the tertiary control colors. Specify the control tags in this parameter.

Color Left

The color of the tertiary controls on the left side of the test rig.

Color Mid

The color of the tertiary controls in the middle of the test rig.

Color Right

The color of the tertiary controls on the right side of the test rig.

Selection Sets

When turned on, allows you to create selection sets for the character’s Segments.

Add LOD Sets

When turned on, creates selection sets for the different LOD controls. For example, if you add arm and leg segments to the character, the FK and IK controls are added to an LOD_1 selection set, and the twist controls are added to an LOD_3 selection set. The following selection set hierarchy is created:

LOD_1/
    <Arm FK and IK controls>
    <Leg FK and IK controls>
LOD_2/
LOD_3/
    <Arm twist controls>
    <Leg twist controls>

Add Segment Sets

When turned on, creates selection sets for the different segments. The top-level selection set is named bodyparts, and the sets for the segments are nested underneath. For example, if you add a leg segment to the character, the following selection set hierarchy is created:

bodyparts/
    L_leg/
    R_leg/

Segments

When Add Segment Sets is turned on, these are the segments to create selection sets for.

Colors by

When Add Segment Sets is turned on, these are the colors to use for the selection sets.

Color Template

Uses the colors in the Color Template section.

Segment Colors

Uses the colors in the Segments multiparm.

LOD Subsets

When turned on, adds the controls into LOD subsets within the segment selection set. For example, if you add a leg segment to the character, the following selection set hierarchy is created:

bodyparts/
    L_leg/
        LOD_1/
        LOD_2/
        LOD_3/
    R_leg/
        LOD_1/
        LOD_2/
        LOD_3/

Save

The parameters in this section allow you to save the combination of components added by this node (along with their configurations) as a template. A template is treated like any other rig component. It is listed in the component catalog and can be applied by dragging and dropping the component onto other skeletons. See saving rig configurations for more information.

Component Name

The name of the component. For example, if you set the namespace field to test, the name field to hello, and version to 2.0, your component will be named test::hello::2.0. The component catalog only shows the latest version.

Component Label

A user-friendly label for the component. This label is used in the Autorig Builder’s component catalog and the APEX AutoRig Component SOP’s Component Source drop-down menu of rig components.

Component Icon

The path to a .png file to use as an icon in the component catalog. If no image is provided, a default icon is used.

Component Categories

Category names that can be used as filters in the component catalog. The category names are added as tags on the component.

Deprecated

When turned on, marks the component as deprecated. After saving the component, it appears in a drop-down menu of deprecated components in the APEX AutoRig Component SOP when Component Source is set to Deprecated. You can also specify a warning for the deprecated component.

Configure Controls

Optionally saves the parameter configurations of the specified APEX Configure Controls SOP with the template. When applying the template later with the Autorig Builder, we can add or update an APEX Configure Controls SOP with the saved values to transfer a specific control interaction design with the template.

Component Output File

The file path to save the component to.

Note

The component must be stored in a folder named apexcomponent in the HOUDINI_PATH, for example, $HOUDINI_PATH/apexcomponent/<component_name>.bgeo. Graphs saved as .bgeo files in $HOUDINI_PATH/apexcomponent are added to the component registry.

Save to Disk

Saves the component to the file in Component Output File.

Inputs

CharacterStream

The APEX character geometry in a character folder structure.

Rig Template

The rig script that can be used as a template for creating a rig.

Outputs

CharacterStream

The modified APEX character geometry in a character folder structure.

Rig Template

The rig script that contains the operations for constructing the rig. This can be input into another APEX AutoRig Builder SOP, acting like a template for creating another character’s rig.

See also

Geometry nodes