The following is a glossary of terms related to the KineFX framework, toolset, and workflow.
Glossary ¶
A ¶
The skeleton that carries the animation data for a character. Also known as the animation skeleton.
The skeleton that deforms a character’s capture.
B ¶
C ¶
A combination of bone capture lines and a tetrahedral mesh that drives the skin geometry in a Bone Capture Biharmonic capture setup.
A single Capture Layer Paint SOP in a capture network for a single piece of skin geometry that contains multiple Capture Layer Paint SOPs.
The skeleton pose used for a character’s skin capture.
The skeleton that is used for a character’s skin capture.
The capture skeleton, capture skin, and animated rig.
D ¶
See Animated Pose.
J ¶
L ¶
See Capture Layer.
A point’s translation, orientation, and scale with respect to its parent in a given KineFX hierarchy.
M ¶
A piece of packed geometry that contains a series of animated poses over a range of time.
P ¶
The lowest level piece of KineFX geometry that possesses transforms in the form of P
and transform(matrix3)
attributes.
R ¶
Procedural animation generated with the help of a Bullet physics-based solver. See Setting up ragdoll simulations for characters.
An imported character’s skin. This typically contains polygons with a boneCapture
point capture attribute, which can be deformed using the Joint Deform SOP.
The default or initial pose for a skeleton. This is often a t-pose.
The pose defined by conforming skeletons with the Rig Match Pose SOP. Necessary for the retargeting process.
The process by which the animation on one skeleton or rigged character is transferred to another.
A hierarchy of joints, IK solvers, constraints, and blend shapes.
A skin or skin region composed of SOP points with boneCapture
attribute values of 1.0
.
A rigid capture is only moved (not deformed) by its skeleton’s transformations.
This type of capture is most often created by a Capture Packed Geometry capture setup, but can also be created by a Bone Capture Biharmonic capture setup when it includes a Capture Layer Paint SOP.
S ¶
Procedural animation generated using various motion effects like lag/overshoot, jiggle, and spring. See Adding secondary motion to characters.
A simple hierarchy of KineFX joints that are visually connected by non-selectable 2-point poly lines.
The input geometry for the capture (skin). This is the mesh that the Bone Capture Biharmonic SOP and Capture Packed Geometry SOP nodes apply capture weights to. The Bone Deform SOP moves and deforms this mesh based on its skeleton’s animation.
A skin or skin region composed of SOP points with boneCapture
attribute values of less than 1.0
.
A soft capture is both moved and deformed by its skeleton’s transformations.
This type of capture is created by a Bone Capture Biharmonic capture setup.
For an animation retarget operation, the origin skeleton the animation is coming from.
A snapshot of the transforms for a series of points or joints.
T ¶
For an animation retarget operation, the destination skeleton the animation is going to.
For an FBIK solve, the transforms that the skeleton attempts to reach.
A solid mesh comprised of tetrahedra that is part of the capture geometry that drives a capture.
Source and target (destination) poses used for rig matching. Stores individual point transforms.
W ¶
A point’s translation, orientation, and scale with respect to the world origin.