Houdini 20.5 Character KineFX

bonedeform

Adds bone deformation functionality to an APEX rig.

Since 20.0
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 a sop::bonedeform node to an APEX rig. See rigging a simple geometry and rigging a character for example uses of this component.

Parameters

prefix

The prefix that is added to the name of the sop::bonedeform node.

Settings

animatedskeleton

The skeleton that is deformed using a skel::SetPointTransforms node. This parameter is composed of the skel::SetPointTransforms node name and the skel::SetPointTransforms port that connects to the sop::bonedeform node, for example, pointtransform.geo. This parameter also accepts the APEX path pattern port syntax, for example, pointtransform:geo and pointtransform:geo[out]. If the [out] port is not specified, the first port is used.

restgeo

The name of the geometry (with the capture weights) to deform (the capture mesh).

promoterestgeo

When turned on, promotes restgeo to the graph input node.

restskeleton

The name of the skeleton used to deform the geometry with the capture weights.

promoterestskeleton

When turned on, promotes restskeleton to the graph input node.

outputgeo

The name of the output geometry to display. This is usually the same as restgeo.

promoteoutputgeo

When turned on, promotes outputgeo to the graph output node.

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