Houdini 22.0 Nodes Geometry nodes

APEX Configure Controls geometry node

Configures the look and behavior of controls on APEX rigs.

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Since 20.0

This node allows you to configure the look and behavior of the controls on an APEX rig. The look can be influenced by pre-shipped control shapes or an external source of shapes.

See configuring controls and rigging a character for example uses of this node.

Parameters

Rig Source

The path to the rig graph in the packed character input (Character Stream input).

Skin Shape Source

The path to the skin shape in the packed character input (Character Stream input).

Guide Source

The path to the guide skeleton in the packed character input (Character Stream input). The guide skeleton can be used as a source of information to aid in building the rig.

Preview Selection Sets

When turned on, displays the selection sets created by this node.

Advanced Shape Settings

Create Missing Shape Names by Connectivity

When turned on, unnamed control shapes in your shape library are automatically assigned proper primitive names based on shape connectivity.

General

Control Configs

The number of control configurations.

Control Config

When turned on, applies the control configurations in this section.

Control Group

The control(s) that are affected by the configurations in this section. The group pattern is based on the APEX path pattern syntax.

Use Shape Override

When turned on, sets the control shape. This parameter is not available when Use Skin Control is turned on.

Shape Override

The control shape to use for the controls in Control Group. The drop-down menu provides a list of pre-shipped control shapes. If a shape library is provided as the second input to this node, Shape Override can refer to one of the shapes in the shape library.

3dcross
ball
ball_wires
ballline_wires
blob
box
box_wires
boxcross_wires
boxplanes_wires
circle_plane
circle_wires
circleplanes_wires
cogwheel
cone
cross
cross_wires
crossplanes_wires
fk
ik
lineb
lineblob
loop
plane_wires
planecross_wires
planes_wires
rigvisualizer
rubber
sphere
sphere_m
star
torus
torusb
Use Shape Offset

When turned on, sets the transformation of the control shapes.

Mode

Defines if the transformation is applied as a pre- or post-multiplication of the current transformation.

Translate

The local translate offset applied to the control shapes.

Rotate

The local rotate offset applied to the control shapes.

Scale

The local scale offset applied to the control shapes.

Use Image

When turned on, turns an image into a clickable button used for selecting controls. See using an image as a control for an example.

Path

The path to a .png image to use as the clickable image for the control.

Note

It is recommended to use relative paths for the image paths, otherwise a machine-dependent absolute path may get baked into the control. For example, to ensure that the relative path is stored, use \$HFS/.../<image>.png instead of $HFS/.../<image>.png.

Use Pixel Size Min/Max

When turned on, the pixel size of the image is clamped at the minimum and maximum pixel values specified in Pixel Size Min/Max as you zoom in and out in the viewport. This parameter is available when Use Screen Space Position is turned off.

Pixel Size Min/Max

When Use Pixel Size Min/Max is turned on, this is the minimum and maximum pixel size of the image as you zoom in and out in the viewport. If you set the minimum and maximum pixel size to the same value, the image is not scaled with the distance to the camera.

Use Screen Space Position

When turned on, positions the image within the 2D positional space of the camera. When turned off, positions the image in world space.

Screen Space Pixel Size

When Use Screen Space Position is turned on, this is the pixel size of the image in screen space.

Pixel Offset

The x and y offset to the image’s pivot in screen space. When Use Screen Space Position is turned on, an offset of (0, 0) places the image at the bottom left corner of the viewport.

Angle

The angle in degrees that the image is rotated.

Depth

The “priority” of the control that determines the draw order for images. A control with a higher depth value is drawn on top of one with a lower depth, for example, a control with depth 2 is drawn on top of a control with depth 1. This is important for drawing overlapping controls in screen space or controls with the same pivot.

Use Screen Clamp Position

When turned on, the control is always visible at the border of the screen even if the control pivot is outside the screen space.

Use Color

When turned on, sets the color of the controls.

Color

The color of the controls.

Use Skin Control

When turned on, adds a skin control for the character.

Prims

The primitives to use as the skin control.

Use Limits

When turned on, allows limits, such as transform limits, to be set on control parameters. These limits are enforced by the animate state in the viewport. See transform limits in the animate state for more information.

Parameter Limits

Limits a set of control parameters to a specified range. This can be helpful for ensuring that the anatomy or behavior of a character is not broken by its animation. The limits are stored on the TransformObject properties dictionary inside the rig.

There are two kinds of limits:

  • Locked limits are always enforced in the animate state. The only way to override locked limits is to modify the rig.

  • Soft limits can be suppressed via the Enforce Transform Limits option in the animate state settings.

Parm Name

The name of the control parameter to set limits on. Select the parameter value type from the drop-down menu. The available options are Float and Vector3.

Min

When turned on, sets the minimum soft limit value.

Max

When turned on, sets the maximum soft limit value.

Min Lock

When turned on, sets the minimum locked limit value.

Max Lock

When turned on, sets the maximum locked limit value.

Use Promote

When turned on, promotes the specified components of the controls.

Promote T

When turned on, promotes the translate component of the controls.

Promote R

When turned on, promotes the rotate component of the controls.

Promote S

When turned on, promotes the scale component of the controls.

Use Selection Sets

When turned on, allows you to add and modify selection sets for the controls. See creating selection sets for more information.

Set Path

The path to the selection set. In the drop-down menu to the right, select whether to Add, Remove, or Replace the controls in the selection set. You can also use the color chip to choose a color for the set.

Is Visible

When turned on, sets the controls in this selection set to be visible ().

Use Pivots

When turned on, sets the pivot rotate and pivot translate values of the control. This allows you to apply a different orientation for a control without changing anything else on the rig. When turned off, the pivot values are not applied to the control.

Pivot Rotate

The pivot’s rotation along the X, Y, and Z axes.

Pivot Translate

The pivot’s translation along the X, Y, and Z axes.

Rename

Rename

These parameters allow you to rename the controls on the rig.

Rename Guides

When turned on, renames the joints on the guide skeleton, Guide Source. This can be used to correct an incoming skeleton to match the new node name.

Rename Promoted Parms

When turned on, updates the promoted port names in the rig graph to match the new control names.

Renames

The number of groups of controls to rename. Renames are performed from top to bottom. Renames further down the list will overwrite the entries before it. Renames further down the list will also use any updated names, not the original names.

Group

The controls to rename. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, #L_arm.

Use Pattern

When turned on, uses a pattern to rename the nodes. For example:

  • To rename hand_l to L_hand, set Find to *_l, and Replace to L_*.

  • To rename arm_l_ik to L_arm_ik, set Find to *_l_*, and Replace to L_*_*.

  • When using more than one *, the values are stored in an ordered list and can be recovered using an index, for example, *(0), *(1), etc. For example, to rename arm_l_ik to L_ik_arm, set Find to *_l_*, and Replace to L_*(1)_*(0).

Rename

When Use Pattern is turned off, this is the new name for the controls.

Find

When Use Pattern is turned on, this is the pattern to replace.

Replace

When Use Pattern is turned on, this pattern replaces the pattern in Find.

Prefix

The prefix to add to the new name.

Suffix

The suffix to add to the new name.

Joins With

The string used to join the Prefix and Suffix with the new name.

Padding

For non-zero values, appends a number with this many digits to the new name. For example, to rename pelvis, spine*, neck, and head to spine<number>:

  • Set Group to “pelvis spine* neck head”.

  • Set Rename to spine.

  • Setting Padding to 1 renames the controls to spine1, spine2, etc. Setting Padding to 3 renames the controls to spine001, spine002, etc.

Config Manager

The Config Manager builds an interactive, in-viewport picker into the rig, which provides a compact, artist-friendly selection interface for posing and animating without having to search for individual controls in the viewport. The Config Manager creates a main picker control — drawn as an image sprite in the viewport (a icon by default) — that you can click to show and hide picker buttons for groups of controls and their configurations.

You can use the Config Controls multiparm to create a clickable picker button (with a custom image, title, and color) for a group of controls. The parameters in the Level of Detail and Shape Level of Detail sections also allow you to create picker buttons that toggle different levels of detail on the rig.

See create a main picker control for an example.

Enable

When turned on, builds a main picker control into the rig. When turned off, none of the settings in this tab are applied.

Name

The name of the main picker control node created in the rig graph (the default is Main_Manager). The toggle parameter on the picker’s graph node is promoted and named <Name>_visibility. This controls the overall visibility of the main picker control.

Image

The path to the .png image for the main picker control.

Note

It is recommended to use a relative path for the image path, otherwise a machine-dependent absolute path may get baked into the control. For example, to ensure that the relative path is stored, use \$HFS/.../<image>.png instead of $HFS/.../<image>.png.

Parent

The control the main picker control is parented to. The picker follows this control’s transform. The drop-down menu lists the promoted controls available on the rig.

Position

The local position offset of the main picker control relative to its Parent.

Level of Detail

When turned on, adds image buttons that toggle the visibility of controls by level of detail (LOD).

The control’s level of detail is a tag on the control that ranks its importance. This is usually set by the rig component that creates the control. LOD1 is the highest importance (for example, the main controls used to lay out the character), while LOD3 is the lowest (for example, controls used only for final tweaks). Clicking an LOD image button shows or hides the controls that carry that tag, allowing you to declutter the viewport to see only the controls you need.

LOD1 Image

The image for the picker button that toggles the controls of highest importance (LOD1).

LOD2 Image

The image for the picker button that toggles the intermediate (LOD2) controls.

LOD3 Image

The image for the picker button that toggles the controls of lowest importance (LOD3).

Shape Level of Detail

When turned on, adds image buttons that switch the output geometry (shapes) the rig displays and evaluates. This uses the same importance tiers (LOD1, LOD2, LOD3) as the control level of detail.

Selecting a shape LOD image button calls the animate state’s level-of-detail switch for the shapes that match the associated Shapes pattern. Only the currently selected level of detail is evaluated, so switching a heavy, high-detail LOD3 mesh down to a lightweight low-poly LOD1 mesh will result in a faster overall character evaluation.

LOD1 Image

The image for the picker button that switches to the first shape level of detail.

Shapes

The output geometry shapes that are evaluated and displayed at the first shape level of detail, specified by a .shp path. Separate multiple patterns with spaces.

LOD2 Image

The image for the picker button that switches to the second shape level of detail.

Shapes

The output geometry shapes that are evaluated and displayed at the second shape level of detail, specified by a .shp path. Separate multiple patterns with spaces.

LOD3 Image

The image for the picker button that switches to the third shape level of detail.

Shapes

The output geometry shapes that are evaluated and displayed at the third shape level of detail, specified by a .shp path. Separate multiple patterns with spaces.

Config Controls

A list of control groups that are represented as image buttons under the main picker control. Each multiparm entry adds an image button that, when click, displays the configurations for the control group.

When a multiparm entry is turned on, its associated control group’s configuration is built into the main picker. When turned off, its configuration is skipped.

Config Control

The group of controls represented by the image button. The drop-down menu lists the available *config subnets on the rig (representing the different rig components on the rig). This parameter accepts APEX path patterns.

Color

The color applied to the image button.

Img Path

The path to the .png image for the image button.

Title Img Path

The path to an optional .png image drawn as a title or label above the image button.

Inputs

CharacterStream

The APEX character geometry to modify.

Shape Library

Packed or unpacked geometry primitives to use as control shapes for the rig graph. These primitives have name attributes, and are added as packed geometry to the character stream. The animate state can fetch these shapes from the character.

Outputs

CharacterStream

The modified APEX character geometry.

See also

Geometry nodes