This video will go over the general setup that you can use, to map animation data onto an existing rig (OBJ-level rig or .fbx). We will look at using Rig Match Pose, Map Points, Full Body IK and other settings, which are a part of the new KineFX toolset. You can download the Sofia character and try it out yourself!

Free Rig Download

Download the Sofia character rig on the Content Library and try the KineFX tools yourself!

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SIDEFX

For over thirty years, SideFX has been providing artists with procedural 3D animation and visual effects tools designed to create the highest-quality cinematic results. We are passionate about what our customers do because our roots are in production, both as artists and as pioneering technical innovators.

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COMMENTS

  • windwolfx23 1 month, 1 week ago  | 

    one step closer to do everything in Houdini~

  • ChrisGG 1 month, 1 week ago  | 

    Is there also an explanation on how to autorig?

  • rudeypunk 1 month ago  | 

    I've discovered an interesting requirement for this to work. I'll need verification from anyone from SidefFX.
    For this to work, your source animation clip will need to have at least a T rest pose, or something close to it, on the first frame of the source clip else the retargetter will have too many offsets to deal with. I tried for hours to get this working using the mixamo clip, "Breakdance 1990," but found the results to be un-encouraging. I tried to use the "rest pose" option on the output parameter in the fbxanimimport sop to help create the mapping. Switching modes back to "Animation" just seemed to break things again. What a shame. If, instead, try animation, "Skinning Test", from the the mixamo animation site, the results will be more gratifying.

    I will play more with this later but I would guess having a rest post prefacing your animation clips is a requirement. Not that this is impossible, just inconvenient.

    It would be nice to be able to create a mapping and then just apply that mapping between two characters; much like UE4 or Unity.

    • fadjo 2 weeks, 6 days ago  | 

      Hi, this can be fixed by importing the T-pose and animation separately using two "FBX Animation Imports" SOPs, and switching between the two:
      T-pose on frame 0, and the anim afterwards.

  • ejr32123 2 weeks, 1 day ago  | 

    nice, I have seen quite a few tutorials about re-targeting , cleaning up animation, mixing motion clips, etc, is there an actual tutorial yet on setting up a rig using the new tools?

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