Anton Moss

AntonMoss

About Me

専門知識
VFX Artist
業界:
Advertising / Motion Graphics  | Design  | Film/TV

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LOCATION
Union City, United States
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Houdini Engine

ADVANCED
Crowds  | Solaris  | Mantra  | Karma  | Lighting
INTERMEDIATE
プロシージャルワークフロー  | Environments  | Digital Assets  | Motion Editing  | Animation  | Cloth  | PDG  | VEX  | Python
BEGINNER
キャラクタ & アニメーション  | Hair & Fur

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Recent Forum Posts

Subject: Joint Rotation Limits in KineFX (Houdini 21) – Rig 2026年4月13日21:42

Pretty late to this and for posterity, this is in the houdini docs for Rig Pose:
Enforce Transform Limits

When turned on, if your skeleton has any joints with defined rotation joint limits (as set up by the Configure Joints SOP node), then you will not be able to rotate those joints past their set limits when posing your skeleton with the Rig Pose handle in the Rig Pose viewport state. See Rotation limit handle viewport state visualizations for a demonstration of this behavior. You can also turn this option on/off per joint with the F hotkey.

You need 1 of the 2 nodes below before your rigpose:
configurejointlimits
configurejoints


Displayed in the viewport help, you can then hit F or shift + F to flip the limits

Example:

Simple Rig Question (from someone who does not rig) 2026年4月13日20:23

Attached a simple setup for you.

APEX Broken Joints When Using Otto Muscle Transfer Recipe 2025年10月21日14:32

Ah, Nice. I missed packing them back in, my bad.

You dont have to transfer them all separately though. You can un-toggle the unpack contents on the packed folder split node, then you can unpack while keeping the name attrib. Then do the transfer, pack and merge.

Ahh, I was wondering if there was an efficient way of doing that.