Artwork by Attila Torok


KineFX provides a procedural approach to producing and manipulating character motion. For Houdini 19, the focus has been on real-time ingestion of motion capture, robust motion editing tools, and native support for physics. 

When fully complete, KineFX will also include a complete framework for dynamic rigging and a new animation environment to take advantage of it. We are busy at work with all of that under the hood. 

Motion Blending

KineFX includes robust skeleton blending that lets you bring together motion capture, keyframe animation, secondary motion and ragdoll effects into a single clip.   

Skeleton Blending
Motion Clips and Physics
Secondary Motion

Secondary Motion

Add Lag and Overshoot to your motion clips to create secondary motion.  You can also use ragdoll physics to drive your rig using simulation. These effects can then be blended into your rig and exported as a final sequence.

Motion Capture

Motion Capture and Facial Capture can now be streamed directly into KineFX. Houdini 19 supports a wide range of motion capture solutions. The results can then be retargeted to your characters using the KineFX toolset.

Mocap Stream | Xsens
Facial Capture | Faceware

Extract Key Pose

Once motion capture has been brought into KineFX, you are often working with very dense data. Extract Key Pose lets you reduce the clip to fewer poses while maintaining the quality of the motion. This makes it easier to add secondary motion.

Export Motion

Once you have motion in Houdini, you will often want to share it with other applications. Use Live Link to stream motion from KineFX in Houdini to Unreal or export your sequence to GLTF.


Animation Controls

The rigging tools in KineFX continue to evolve and with Houdini 19, the Attach Joint Geometry node makes it easy to add control geometry to your rig. This node offers a viewport centric experience for quickly adding controls to your rig. 

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