Houdini 20.5 Character KineFX

fbik

Adds full-body IK to the 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 full-body IK to the rig. To configure the weights of the FBIK controls, a weight point attribute is needed on the joints. If the weight attribute is used, a default weight has to be applied to all the driven joints before overriding specific joints with differing values.

Parameters

name

The name of the subnet that is created when adding FBIK.

guidesource

The guide skeleton that is used as a reference for finding and creating controls.

Settings

pttransformname

The name of the point transform node that the FBIK subnet connects to. The .geo suffix specifies the port on the point transform node to connect to.

tolerance

The margin of error that the solver is allowed to work within. Once the tolerance is reached, the solver can exit early from its iterations. Setting this to 0 forces the solver to always perform the full number of iterations.

damping

The damping factor for the solver. Larger values produce more stable results when, for example, a target is unreachable. However, a value that is too large requires more iterations to converge. A value of around 0.5 is typically a suitable initial value.

iterations

The number of iterations of the solver to perform.

Driven

driven

An APEX path pattern of all the nodes that are deformed using the fbik component. For example, * ^*twist* ^%tag(fingers) excludes the twist and finger nodes that were previously set up with tags on the skeleton.

Drivers

drivers

An APEX path pattern that is used to drive the FBIK. This is usually a small selection of joints in the hierarchy, like the feet, pelvis, wrists, and neck.

prefix

The prefix that is added to the FBIK controls.

suffix

The suffix that is added to the FBIK controls.

Shape

shape

The shape of the controls.

color

The color of the control shapes.

scale

The scale of the control shapes.

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