Houdini 20.5 Character KineFX

blendshape

Adds blendshapes with controls to the APEX rig.

Since 20.5
This feature is still under development. The current functionality is unfinished and subject to change, and may have thin or no documentation. Please bear this in mind when using it.

The setup process is the same as in KineFX - add blend shapes to the capture mesh using the Character Blend Shapes Add SOP, then add the capture mesh to the rig. The blendshape component then extracts the blend shapes and sets up the graph with controls for each of the blend shapes that are present in the mesh.

Parameters

prefix

The prefix that is added to the subnet created by the blendshape component.

guidesource

The guide skeleton that is used as a reference for seting the positions and hierarchy for the blend shape controls.

Settings

baseskeleton

The skeleton on which the animation channels are applied to. This is the standard KineFX blend shape workflow.

baseshape

The capture mesh to deform.

bonedeform

The sop::bonedeform node that the blend shape subnet connects to.

Parents

parent

The main parent for all the blend shape controls.

controloffset

The basic offset when multiple controls are added to a single parent.

parentcustom

Specifies the parent of each blend shape control.

blend

The name of the blend shape name, for example, L_Blink.

parent

The parent of the blend shape control.

Shape

The control that is created for each blend shape is an abstract control, which is set to a ball shape. The parent of the abstract control is set to a circle_wire shape. The circle around the control is used to position the blend shape controls when animating.

guidescale

The scale of the control shape.

See also

KineFX

Preparing character inputs

Rigging with rig components

Rigging with APEX graphs

Building graphs with APEX Script

Animating in the viewport

Technical Animation

Deformation

Animation Retargeting

Pre-H20

Panes

Appendix