Transforming an object with KineFX Skeleton Joint / Point

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Hi Everyone!

I have a skeleton that I rigged via KineFX to move a character's head.
I want to be able, for instance, to put glasses on that character so that they will move following the head's rotation.

I'm assuming that I should somehow connect those glasses to one of the skeleton points. In my case it has a @name string attribute with the value of "head".

That point has a couple of attributes like localtransform 4x4 and transform 3x3 which I think are Matrixes.
Is there a way to extract values from those attributes and then feed them to a Transform SOP that I will, in turn, be using for the glasses?
Or is there another more "common" workflow for these kind of things?

Please see screenshot for context.

Thank you in advance.

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2022-08-16 21_01_46-Window.png (3.2 MB)

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Answering my own question here.

The Transform Pieces SOP does the trick.

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2022-08-16 21_25_56-Window.png (3.0 MB)

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Normally you would do this with a parent constraint. It lets you blend it on and off (if you character has to, for instance, pick up the glasses (parented to the hand) and then put them on (parented to the head).

https://www.sidefx.com/docs/houdini/character/kinefx/constraints.html [www.sidefx.com]
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