Houdini 20.0 Nodes Geometry nodes

APEX Edit Graph geometry node

Directly authors APEX graphs.

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Since 20.0
This feature is still under development. The current functionality is unfinished and subject to change, and may have thin or no documentation. Please bear this in mind when using it.

This node allows users to directly author an APEX graph using the APEX network view pane. The parameters on this node provide utilities to help with common APEX graph authoring operations.

See the APEX graphs page for more information on creating graphs in the APEX network view.

Parameters

Reset

Clears the graph geometry.

General Scripts

Merge Graph

Merges an APEX rig graph from another SOP into this node.

When the dialog comes up, you can either choose from the list of nodes, or select the SOP in the network editor, which automatically selects the corresponding node in the dialog.

As Subnet

When turned on, the graph from Merge Graph is merged into this node as an APEX subnet node.

Import SOP Nodes

Imports compilable SOPs into this node’s APEX graph. APEX nodes can only be verbs, so only compilable SOPs can be imported into an APEX graph. In the dialog, you can select multiple nodes by holding ⌃ Ctrl while selecting. The parameters on the imported graph nodes are set to the same values as the original SOP node parameters.

Rigging Scripts

These rigging scripts are utilities based around the KineFX skeleton.

Import KineFX Skeleton

Creates an FK hierarchy of TransformObject graph nodes corresponding to the selected KineFX skeleton. A TransformObject node is created for each joint in the skeleton.

When the dialog comes up, you can either choose the skeleton from the list of nodes, or select the SOP in the network editor, which automatically selects the corresponding node in the dialog.

Update Rest Transforms From Skeleton

Uses the transforms of the selected KineFX skeleton to update the rest transforms of the FK hierarchy previously created by Import KineFX Skeleton. The names of the TransformObject nodes must match the skeleton joint names for this to take effect.

When the dialog comes up, you can either choose the skeleton from the list of nodes, or select the SOP in the network editor, which automatically selects the corresponding node in the dialog.

Add SetPointTransforms

Takes the selected TransformObject nodes in the graph, connects them to a new SetPointTransforms node, and outputs a modified skeleton geometry. This updated graph can be used to transform a skeleton. See APEX geometry deformation for an example of a similar graph.

  1. Select the TransformObject nodes in the graph.

  2. Click Add SetPointTransforms.

A skeleton input is promoted in the graph (the skeleton is connected to the parms input node), a SetPointTransforms node is added to the graph with its input ports named according to the TransformObject names, and the same skeleton with its transforms updated is output.

Selected TransformObject nodes (top); APEX graph after adding SetPointTransforms (bottom)

Inputs

Input

The APEX graph geometry used as the initial graph to edit. After the graph is edited, the input is ignored.

Outputs

Output

The updated APEX graph geometry.

Examples

APEXGraphExamples Example for APEX Edit Graph geometry node

This example demonstrates how to create APEX graphs that perform basic numerical operations, as well as build functionality for the animate state, including controls, hierarchies, constraints, and geometry deformation.

See also

Geometry nodes