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このレッスンでは、2足歩行キャラクタ、ファー・デュード(Fur Dude)のリギングとアニメーションを行い、 その後ファーを追加します。既存のジオメトリから始め、スケルトンを描画し、ジオメトリをキャプチャしてから、 アニメーションリグのリグコントロールを構築します。その後、ウォークサイクルのキーフレームを設定し、 サーフェスにファーを追加します。

のレッスンでは、Houdiniの新しいSOPベースのプロシージャルリギングツールKineFXを使用します。 主にリターゲットワークフローに使用するツールですが、キャラクタやクリーチャのリギングに使えるツールも 含まれています。ただし、ツールはどれも発展の過程にあります。このレッスンで体験していただくのは、現時点 で可能なことです。今後のリリースで、KineFXやアニメーションのワークフローはさらに拡張され、洗練されて いく予定です。

このレッスンへの研究は Marcia Utama によって行われ、その Fur Dude は Content Library にありますが、こちらはオブジェクトレベルでリギングが行われています。また Keith Acheson にオリジナルのFur Dude アニメーションの作成を感謝いたします。



Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for 20 years. He has created lots of learning material and demos designed to help artists understand how going procedural with Houdini can benefit their work.

More from Robert Magee


  • harryabreu 1 年, 3 ヶ月 前  | 

    Mr Robert your attention in any tutorial or explanation is very appreciated.
    In my opinion if Houdini become better to character animation MOCAP(motion capture) and animation by hand a lot and a lot of studios and professional will turn their heads to SideFX.
    Today we have only one big software for character animation and have a big guy like Houdini on the competition would be very interesting.
    I live in Brazil and SideFx give to us a great gift because I can buy Houdini Indie from Steam Store with a good price but I want to tell histories and I need some tool to show my vision to the world.
    I like the Houdini logic and the power... but when I think about character animation well...the true is right now I can't use Houdini
    Often I come here to the SideFx site to see any news about this topic.
    I became more happy with this tutorial.
    Any way thanks a lot.
    PS: I think so you and SideFx know about what I tried to tell here...but is good to remember :P from the point of user view.
    It is not a secret I love Houdini :)
    Let's go procedural, Yes... but character animation is good too :)

    • rmagee 1 年, 3 ヶ月 前  | 

      Glad to hear you are having fun with KineFX - it is the beginning of the journey and there will be lots of enhancements and improvements going forward - This tutorial will hopefully help get people started.

  • BanksRick 1 年, 3 ヶ月 前  | 

    Thank you so much for these Robert, an amazing series. KineFX is such a radical departure from the old-school rigging approach in Houdini it is frying my brain a bit. The deleting and blending of sections of the rig seems cumbersome and unintuitive to me at the moment - and I struggle with what / when / which bit to blend at any one time.

    I miss the Bones tool and a simple Add Kinematics button!

    Do you have any news on specific character rigging nodes upcoming you can share?

    In addition, as someone who teaches a character rigging module in Houdini would you recommend I move to teach KineFX rather than Bones or wait for future toolset updates?

    Thanks again, really enjoyed working thru this.

    • rmagee 1 年, 3 ヶ月 前  | 

      As mentioned at the beginning of the lesson, KineFX is currently focused on motion editing and retargeting and the rigging workflows are still being developed. They will become more intuitive as these workflows are developed. The reason for this lesson was to dive in and see what workflows are there now - understanding where things stand today will help when the higher level tools are introduced later.

      Which tools are coming will be announced when the time is right ;-)

      It would probably make sense to Teach the Bones method and how to import those rigs into KineFX for retargeting - but still introduce KineFX rigging as the future.

  • niczoom 1 年, 3 ヶ月 前  | 

    Really well explained. I began to better understand the deleting and blending the more you went over & over the same methods. Looking forward, as you mentioned above, to seeing new KineFX tools in Houdini 19 at some point.

  • SIgor420 1 年, 3 ヶ月 前  | 

    Thanks for the tutorial, really cool little project. :)

  • GreggoryAddison 1 年, 3 ヶ月 前  | 

    Hello! Loving the tutorial series so far, running into an issue when I click on my "OpDef" folder there are no directories in it. So I wasnt able to follow the step where you loaded the geo inside of the HDA into the file nodes. How can I fix this?

    • remlore 1 年, 1 ヶ月 前  | 

      Hello Groggory! I'm having the same problem... the OpDef folder is empty when I try to reference in the files that would be in the sop folder. Did you find a solution as to what the problem was?


  • rmagee 1 年, 3 ヶ月 前  | 

    I encountered that one time testing out the lesson - Not sure why it happens. To get around the issue, just enter the expression directly:


  • SWest 1 年, 2 ヶ月 前  | 

    Keeping each step short as well as supplying the additional document really works for me. Your approach with many shorter steps make it easier to find time to finish yet another part, as well as for short breaks, and the supplemental text is useful for recalling what has been done. Thanks for a well organized tutorial.

    • rmagee 1 年, 2 ヶ月 前  | 

      Glad to hear this was helpful for you - the combination of video and PDF is a bit more work but hopefully it is worth it.

      • GOgraphR 12 ヶ月 前  | 

        Being raised with books, I am more comfortable with "book"-like tutorials than with videos.

        So, this "double effort" is not only appreciated, but also highly valued by me.
        Thanks a lot!
        PS: for video only, I'd have to {t|m}ake my own notes, which sometimes after some time passing by start to no longer complement memory. So I miss some steps... (*sigh* Getting older that is... :-( )

  • JonBierman 1 年, 2 ヶ月 前  | 

    I also had the same problem...

  • JonBierman 1 年, 2 ヶ月 前  | 

    Unfortunately my reverse foot setup failed when rotating the ball joint, the foot mesh distorts and the joint remains in place instead of rising upwards as the ball rotates... I was very careful to follow the directions precisely, is it a possible bug?

  • Zhendong Xiao 1 年, 2 ヶ月 前  | 

    Thank you very much for your tutorial, I completed it in three days, and it has been very rewarding. Whether it is kinefx, workflow and specifications, HDA production, these are closely arranged in the tutorial. You are very clever to use simple roles to demonstrate teaching, so that students can quickly get motivated in learning. I think if you use a human model to demonstrate, I may find it difficult to stick to it when hand binding. This lovely fur dude is not as complicated as human beings, but contains almost all binding methods about humans, IK, fk, lookat constraints, and skeletal symmetry. I was a little excited, I said too much, thank you for the excellent tutorial you brought us. I'm from China。I love Houdini, he has endless possibilities.

    • rmagee 1 年, 1 ヶ月 前  | 

      I'm glad to hear that you enjoyed the lesson. It is certainly meant to be a "quickstart" that avoids some of the more time consuming aspects of rigging. The biharmonic capturing does do a nice job of fingers though so it isn't too difficult with Houdini.

  • benwil1785 11 ヶ月 前  | 

    Hi Robert thanks for the tutorial lessons. I'm having a problem with capture layer paint. When you pose the character with the rig pose node and then click on paint weights your character stays in the rig pose and you are able to paint weights on that pose. For me the paint weights node shows only the original tpose and so I am unable to open the mouth and paint inside the mouth. How can I paint the weights on the posed character?

    Many thanks and best wishes.

  • norv2001 9 ヶ月, 2 週間 前  | 

    Hi Robert, and thanks for the tutorial presentation and PDF. Very clear and concise.
    I have been trying to get past Lesson 10 for a few days, and always end up with a crash and joints that won't move the geo.
    I started on 19.0.385? and yesterday I updated to 19.0.455 Production Build.
    But I'm still stuck.
    By a process of elimination I may have nailed the problem down to the new Parent Joints node ( formerly Reparent Joints.)
    Incidentally a couple of other nodes that have changed since you made the tutorial are Re-orient Joints > Orient Joints
    and especially Attach Control Geo > Attach Joint Geo.
    I'm a Houdini newbie, I've done enough to get some nice waves in FLIP and basic modelling and Redshift renders.
    But I'm a convert, that's for sure.
    Best, Norv

  • dosyanich 9 ヶ月, 2 週間 前  | 

    I'm not sure is there particular place in tutorial where you highlight this moment:
    just a note for another guys,
    to ENABLE RIG POSE STATE in asset to keep controllers working into ready-asset:
    edit in asset «Type Properties» → Node tab → Default State → set this string:

    • dosyanich 9 ヶ月, 2 週間 前  | 

      also Houdini 19 - for me not working geo controllers that are not set to Polygon shape type right in the shape creation node.
      NURBS are showing but not selecting. Select working only with Polygon, but I think it will be fixed in some future.

      • norv2001 9 ヶ月, 1 週間 前  | 

        Thanks dosyanich, if I set the controllers to Polygon in Lesson 10, not NURBS, I can select the joints now. But I still can't move those parented joints.
        And that Properties>Node>Default State >>kinefx__rigpose edit is mentioned in Lesson 8, Step 04 (in the PDF).

    • JunyouJiang 5 ヶ月 前  | 

      thanks god, dosyanich you saved my life dude! thanks!

  • rmagee 9 ヶ月, 1 週間 前  | 

    This lesson is for Houdini 18.5 - I will be updating it in early 2022. Things have changed enough that this will be difficult in H19

  • norv2001 9 ヶ月, 1 週間 前  | 

    Thanks for the update Robert!

  • jhellebuyck 9 ヶ月 前  | 

    Thanks for making this series Robert. Coming from Maya I was struggling trying to figure out the proper KineFX workflow for rigging and IK. The videos and accompanying PDF are just what I needed.

  • allahmohamad14 8 ヶ月, 1 週間 前  | 

    thanks for this tutorial .
    can you make a tutorial for Houdini 19 ?

  • theshizon 7 ヶ月 前  | 

    Great tutorial except the capture layer paint node has changed dramatically, it doesn't work at all like the tutorial. Is it a bug? I can select the jaw and try to paint the region of influence but the color doesnt change and the effect doesn't work. The jaw still moves the upper lip

    • rmagee 7 ヶ月 前  | 

      The workflow is a little different in H19 - I am working through the lesson right to get an updated PDF and videos in the near future. There is a new jointcapturebiharmonic node that needs to be used instead of the older tet/biharmonic and this has three outputs that feed into the capturelayerpaint which then feeds into the bone deform. The rig pose (used for testing the rig) is on the third chain feeding into the capturelayer paint.

      • bladel.timothy 3 ヶ月, 2 週間 前  | 

        Is this update coming soon. I am stuck in the Main Controls part as the Controls are not actually moving the geometry and I cannot figure out why.

        • rmagee 3 ヶ月, 2 週間 前  | 

          Not yet - sorry for the delay. It is a different workflow in 19 and this lesson should be followed in 18.5

  • JunyouJiang 5 ヶ月 前  | 

    Hi, thanks for the turorial first, when i setting up a attach joint geo, i can't select the shape geo to help select the joint, i can't find out how this happened to me

  • clem.lysergy 2 ヶ月, 2 週間 前  | 

    Looking forward to seeing the 19.5 version of this!

  • Leejooyoung 2 ヶ月, 1 週間 前  | 

    I'm new to KineFX, but this tutorial does not work as movie.
    struggle starts with 7th video.

    1. I set controls, but can't select.
    2. Blend Skeleton is totally different. 19.5 allow user to put rest skeleton as 1st input, and multiple inputs for blend target skeleton.

    • rmagee 2 ヶ月, 1 週間 前  | 

      Yes = this tutorial is for Houdini 18.5 - I need to update it for 19.5 - It is on my list

  • Leejooyoung 2 ヶ月 前  | 

    Update for everyone: check this page. https://www.sidefx.com/docs/houdini/character/kinefx/controlshapes.html
    I don'k know how the document of previous version is written, but at this moment. houdini does not support NURBS for KineFX control geometry.
    so, just don't cange to circle type to nurbs curve. than it will work.

  • OneBigTree 1 ヶ月, 2 週間 前  | 

    Great tut. However I have a problem getting my weights to display (visualize) in the viewport in H19.5. No matter what I try, with the biharmonics node selected, handle active, visualizers on, I only see a grey mesh in the viewport. I reset all my preferences, removed Redshift, created a simple testscene, no luck.

  • ventralstreams 1 ヶ月, 2 週間 前  | 

    Hello. Thank you for the series. The only question I have, if anyone in here can help out, is, has the skeleton blend sop changed in the last versions? Because for me, it always breaks the parenting on the rest skeleton.

  • Sirvoxelot 3 週間, 4 日 前  | 

    looks like the download broke

  • SWest 2 週間, 5 日 前  | 

    Mr Robert Magee I would like you to know that this project is still very helpful to me.

    FYI I've been looking into a couple of complex topics like IK-FK transfers/migrations, and scripting of asset UI:s and have had some progress. However, these seemingly simple things have been annoying me for some time now. It is so good your tutorial is there to help.

    When it comes to the simple IK chain node your setup is the best I found so far, because it actually works. For example, when moving the COG or pelvis one will want the feet to remain stable. I struggled with that issue for too long, and the setups in a couple of other tutorials is not what I am looking for at this moment. After too much trouble (and some other tutorials), I was able to transfer your IK setup to another more complex character and for that you have my respect, because it works. For this moment I also wanted to have this to work with the simple IK chains node.

    Out of curiosity, I see that this IK setup with the feet has built in stretching of the legs (for example if I pull the COG far up). I can live with that however. Do you know any other method that will limit the stretching of the legs? Is position limits to the COG control maybe a way to go? Next I plan to see if it will be possible to recreate a similar setup like this with the FBIK node, and maybe that will provide some additional features.

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