Houdini 22.0 Nodes Geometry nodes

APEX Rig Pose geometry node

Adds animation using underlying APEX tools and functionality.

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Since 22.0

This node allows you to add animation/channel primitives to the character for rigging operations such as set driven keys and pose blending.

The left side of the parameter editor on the APEX Rig Pose SOP displays the animation layers on the node. See the APEX Scene Animate SOP for descriptions of the menu options on the top toolbar of the parameter editor.

For a step-by-step walkthrough of using this node with the set driven keys rig component, see working with set driven keys. The APEX SetDrivenKey recipe provides a ready-made example setup.

Parameters

Source Type

Specifies whether the input to the node is a character (in a character folder structure) or a skeleton.

Rig Path

These parameters are available when Source Type is set to APEX Character.

Rig

The rig to use for the animation.

Skeleton

The skeleton to use for the animation. The rest positions are updated on this skeleton.

Rig Animation

Translate

The skeleton joints or TransformObject nodes in the character rig to promote the translation of. This parameter accepts APEX path patterns, so you can specify tags in this field, for example #<tag>.

Rotate

The skeleton joints or TransformObject nodes in the character rig to promote the rotation of. This parameter accepts APEX path patterns, so you can specify tags in this field, for example #<tag>.

Scale

The skeleton joints or TransformObject nodes in the character rig to promote the scale of. This parameter accepts APEX path patterns, so you can specify tags in this field, for example #<tag>.

Ports

When Source Type is set to APEX Character, this is a pattern of input ports in the character rig to promote and add to a control group for animation.

Ports Control Name

When Source Type is set to APEX Character, this is the name of the subnet that is added to the rig graph, which exposes the channels in Ports so you can animate them.

Update Rest

Update Rest

When turned on, updates the rest position of the skeleton or rig.

When Source Type is set to Skeleton, updates the rest_transform attribute on the skeleton. You can see these values in the geometry spreadsheet - select on the top toolbar and go to the rest_transform column.

When Source Type is set to APEX Character, see the descriptions of the Rig and Skeleton parameters in this section.

Rest Frame

The frame to use when updating the rest position.

Rig

When turned on, updates the restlocal input values of the TransformObject nodes in the character rig. You can see these values in the geometry spreadsheet - select the character rig from the packed primitive tree, select on the top toolbar, and for the TransformObject items in the callback column, view the restlocal values in the parms column.

This parameter is available when Source Type is set to APEX Character.

Skeleton

When turned on, moves the character’s skeleton to the position at the Rest Frame. You can see the updated P attribute on the skeleton in the geometry spreadsheet - select the character’s skeleton from the packed primitive tree, select on the top toolbar, and go to the P column.

This parameter is available when Source Type is set to APEX Character.

Motion Clip

Motion Clip

When turned on, adds a motion clip to the character in the character folder structure.

Name

The name of the motion clip that is added to the character.

Frame Range

The frame range of the motion clip.

Frames

A pattern of frames to keep in the motion clip.

Settings

Inherit Animation Layers from Input

When turned on, inherits animation layers that are added upstream from this node. The inherited layers are read-only within this node, but upstream changes to the layers are propagated down and merged into this node. This allows for procedural chaining of animation using multiple APEX Scene Animate SOPs. Inherited animation layers are not written out to the cache.

When turned off, copies the upstream layers to this node. These layers are not inherited, so they can be edited, and any upstream changes are not reflected in this node.

Edit Animation

Opens a window that allows you to stash, delete, and rename the animation clips in the current scene.

Reset Animation

Removes the animation that was added in the animate state. If no animation was previously added to the scene upstream from this node, the animation folder is deleted from the scene’s character folder structure.

Reset Custom

Removes specific scene elements that were added in the animate state.

Reset All

Removes all the changes made in the animate state, including the animation and constraints that were added. Deletes the animation and constraints folders from the character folder structure.

Inputs

CharacterStream/Skeleton

A packed character or KineFX skeleton.

Outputs

Character/Skeleton/MotionClip

When Source Type is set to APEX Character, this is the packed character with the added channel primitives or MotionClip.

When Source Type is set to Skeleton, this is the skeleton with the pose applied, or the MotionClip.

See also

Geometry nodes