KineFx node(s) to mix two anims of a character

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I don't deal with characters normally, but now I have to. I have two human animations, A & B, imported from 2 fbx files. Same character, same bone skeleton. I need to combine them: for the legs, I want to use the animation from A's legs. For the upper body, I want to use mostly B's anim, but some of A's anim, too. The fbx import created two obj-level subnetworks. In each one, there's a bone hierarchy: a "hips" null at the top, then branching nulls like "LeftLeg" (with animated channels) linked to a "LeftLeg_bone" etc. In a "Geometry" obj, there's a mesh driven by a Bone Deform. To mix the animations, I could create a new subnetwork C, by copying either A or B, then writing a Python script to copy/paste and "mix" the relevant channels into C's skeleton. But I'm wondering if there's maybe an already existing KineFx node(s) that can do this, i.e. mix anim from two imported, animated skeletons into a new one.
Edited by element33 - April 5, 2023 06:26:45
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https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--skeletonblend.html [www.sidefx.com]
Tomas Slancik
FX Supervisor
Method Studios, NY
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tamte
https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--skeletonblend.html [www.sidefx.com]
Cool, thanks. I knew something like this had to exist.
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