Houdini 20.5 Character KineFX

blendshape

Adds blend shapes with controls to an 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.

This component adds blend shapes with controls to an APEX rig. 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.

The control for each blend shape is an abstract control that is set to a ball shape by default. The parent of the abstract control is a circle_wires shape (see the built-in APEX control shapes). This parent control is used to position the blend shape control.

Blend shape control

Parameters

prefix

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

guidesource

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

Settings

baseskeleton

The skeleton to apply the animation channels 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 offset when multiple controls are added to a single parent.

parentcustom

The parent of each blend shape control.

blend

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

parent

The parent of the blend shape control.

offset

The offset of the blend control from its parent.

Shape

guidescale

The scale of the abstract control’s parent.

shape

The shape of the abstract controls. It can be set to any of the built-in APEX control shapes.

scale

The scale of the abstract control shapes.

See also

KineFX

Overview

Preparing character elements

Rigging with APEX graphs

Building rig graphs with APEX Script

Rigging with rig components

Animating in the viewport

SOP-based animation

Deformation

Animation retargeting

Pre-H20

Panes

Appendix