Houdini 21.0 Nodes Geometry nodes

Test Geometry: Electra 2.0 geometry node

Creates Electra, the test KineFX character.

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Since 21.0

This node provides Electra, a KineFX character to prototype and experiment with. It has a skeleton and rig that follows industry-standard mechanical setups, including twist joints, IK and FK finger control options, and setups for reverse foot, auto clavicle, and blendable IK/FK for the limbs. It can be used as a starting point for rigging and animating KineFX characters.

Parameters

Translate

The position of the center of the feet.

Rotate

The rotation of the geometry about its center.

Uniform Scale

The scale of the character.

Add Shader

When turned on, attaches the default shader to render with embedded texture maps. Select the texture look from the drop-down menu.

Output

Geometry style for the first output.

Skin Surface

Skin geometry of the character with capture weights.

APEX Scene

APEX scene containing the full character that can immediately be animated using an APEX Scene Animate SOP. With the Electra test geometry node selected and displayed, click Animate on the left toolbar. An APEX Scene Animate SOP is automatically placed in the network editor, and the animate state is entered into.

APEX Character

Full character with rig. To animate this character output, the character must first be added to an APEX scene using an APEX Scene Add Character SOP, which gives the character a name. After that, the scene must be piped into an APEX Scene Animate SOP, where animation can be performed in the animate state. See setting up for the animate state for more information.

Configure Ragdoll

When Output is set to APEX Scene or APEX Character, turning on this option adds all the necessary ragdoll configurations so that the character can be used with the ragdoll tool in the animate state.

Ragdoll Character Name

When Configure Ragdoll is turned on, this is the name for the ragdoll character in the animate state ragdoll tool.

Configure Motion Mixer

When Output is set to APEX Scene or APEX Character, turning on this option creates configuration attributes for the motion mixer, and adds tags motionmixerctrl, motionmixercycle, and motionmixerroot to the rig’s TransformObject nodes.

Configure Full Body IK

When Output is set to APEX Scene or APEX Character, turning on this option adds a full body IK configuration so that the character can be used with the full body IK tool in the animate state.

Use Skin Controls

When turned on, adds skin controls for the character.

Outputs

Rest Geometry

Skin geometry with capture weights (boneCapture point attribute). When Output is set to APEX Scene, this includes a rig that can be animated. When Output is set to APEX Character, this is a character that must first be added to a scene before it can be animated.

Capture Pose

Rest skeleton geometry.

Animated Pose

Skeleton geometry intended for animation.

Examples

TestGeometryElectraAnimate Example for Test Geometry: Electra geometry node

This example demonstrates the basic setup to animate and render Test Geometry: Electra using APEX Scene Animate and Solaris.

See also

Geometry nodes