Houdini 22.0 Nodes Geometry nodes

FBIK Configure Targets geometry node

Configures joint properties used by full body inverse kinematics solvers.

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Since 18.5

This SOP generates point attributes that specify the target skeleton’s behavior when a full body inverse kinematics solver is applied (for example, with the Full Body IK SOP).

Parameters

Config Attribute

The attribute to store the data to.

Offets

Compute Offsets

When turned on, computes the offsets between the two input skeletons.

Use Rest Pose

When turned on, uses the pose in Rest Pose Attribute to compute the offsets. This is useful if either of the inputs have been animated.

Rest Pose Attribute

When Use Rest Pose is turned on, this is the matrix point attribute to use for computing the offsets between the mapped points.

Source Rest Frame

When Use Rest Pose is turned off, this frame is used as the reference pose on the Source Skeleton input when computing the offsets. Typically, this is the frame that contains the T-pose of the animation.

Map Using

Specifies whether to use a dictionary attribute on the first input to look up the drivers on the second input, or simply match by an attribute that is present on both inputs. The second option is useful when the second input contains a subset of the first input’s points.

Mapping Attribute

Use an attribute that is present on the first input to look up the drivers on the second input. This attribute is specified in Mapping Attribute Name and is created by the Map Points SOP, but any dictionary attribute matching the following format can be used:

Match by Attribute

Match points on the first input to corresponding points on the second input using the attribute specified in Attribute to Match. For example, if Attribute to Match is set to name, the points on the first input are will be driven by the points on the second input that share the same name.

Mapping Attribute Name

When Map Using is set to Mapping Attribute, this is the name of the dictionary point attribute on the first input that is used for mapping.

Attribute to Match

When Map Using is set to Match by Attribute, this is the name of the point attribute present on both inputs that is used to map points.

Center of Mass

Add Center of Mass Target

When turned on, performs the center of mass computations on the Physical Full Body IK solver.

Note

This only affects the results when using the Physical Full Body IK solver. It has no effect when using FABRIK. See the Full Body IK SOP for descriptions of these solvers.

Point Name

When Add Center of Mass Target is turned on, this is the name of the point on the source skeleton to use as the COM target.

Weight

When Add Center of Mass Target is turned on, this is the importance of the COM target in the solve. When multiple targets have the same priority, targets with a higher relative weight are more likely to be reached.

Priority

When Add Center of Mass Target is turned on, this is the COM target’s priority. Targets at a lower priority level cannot interfere with targets at a higher priority level.

Configurations

The number of joint groups to configure. The parameters in this multiparm specify how the solver attempts to reach the joint’s target. These controls only take effect when the joint has a goal transform (for example, if the joint is mapped to a joint on the source skeleton).

Group

The points to configure.

Weight

The importance of the target. When multiple targets have the same priority, targets with a higher relative weight are more likely to be reached.

Priority

The target’s priority level. Targets at a lower priority level cannot interfere with targets at a higher priority level. For example, priority levels can be used to ensure that a character’s feet remain planted when manipulating the upper body of the skeleton.

Type

Specifies whether the solver will attempt to match the target transform’s position, orientation, or both.

Depth

When turned on, limits the number of parent joints that can be adjusted to achieve the goal transform, instead of affecting the entire chain above the joint.

Blend Offset Translates

Controls how much of the translation portion of the computed offsets to include in the solve. Setting this to 0 causes the translations in the offsets to be completely ignored. This is useful if you want the target points to adhere closely to the position of their corresponding drivers on the source skeleton.

Blend Offset Rotates

Controls how much of the rotation portion of the computed offsets to include in the solve. Setting this to 0 causes the rotations in the offsets to be completely ignored. This is useful if you want the target points to adhere closely to the rotation of their corresponding drivers on the source skeleton.

Attributes

The Config Attribute is a dictionary point attribute that configures how the joint’s goal transform behaves in a full body inverse kinematics solver. This is only used when the joint has a goal transform (for example, if the joint is mapped to a joint on the source skeleton). For more details on the valid keys, see the targetoptions parameter for solvephysfbik and solvefbik.

Inputs

Target Skeleton

The target skeleton for the full body IK solve.

Source Skeleton

The source skeleton for the full body IK solve. This input is optional and is passed through unmodified, but allows related nodes with two outputs (for example, the Map Points SOP) to be easily chained together.

Outputs

Target Skeleton

The target skeleton with the added full body IK configuration attribute.

Source Skeleton

The unmodified Source Skeleton input.

See also

Geometry nodes