Anton Moss
AntonMoss
About Me
EXPERTISE
VFX Artist
INDUSTRY
Advertising / Motion Graphics | Design | Film/TV
Connect
LOCATION
Union City,
United States
WEBSITE
Houdini Skills
ADVANCED
Crowds | Solaris | Mantra | Karma | Lighting
INTERMEDIATE
Procedural Modeling | Environments | Digital Assets | Motion Editing | Animation | Cloth | PDG | VEX | Python
BEGINNER
Character Rigging | Hair & Fur
Availability
Not Specified
Recent Forum Posts
Subject: Joint Rotation Limits in KineFX (Houdini 21) – Rig April 13, 2026, 9:42 p.m.
Pretty late to this and for posterity, this is in the houdini docs for Rig Pose:
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:
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) April 13, 2026, 8:23 p.m.
Attached a simple setup for you.
APEX Broken Joints When Using Otto Muscle Transfer Recipe Oct. 21, 2025, 2:32 p.m.
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.