Houdini 20.5 Character KineFX

fbik

Adds full-body IK 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 full-body IK to an APEX 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.

See rigging a character for an example use of this component.

Parameters

name

The name of the FBIK subnet that is created by this component.

guidesource

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

Settings

pttransformname

The skel::SetPointTransforms node that the FBIK subnet connects to. This parameter is composed of the skel::SetPointTransforms node name and the skel::SetPointTransforms port that the FBIK subnet connects to, for example, pointtransform.geo. This parameter also accepts the APEX path pattern port syntax, for example, pointtransform:geo and pointtransform:geo[in]. If the [in] port is not specified, the first port is used.

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 for convergence. A value of around 0.5 is typically a suitable initial value.

iterations

The number of iterations for the solver to perform.

Driven

driven

The TransformObject nodes that are deformed by this component. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, * ^*twist* ^%tag(fingers), which excludes the twist and finger joints. See preparing skeletons for rigging for more information on adding tags to skeleton joints.

Drivers

drivers

The TransformObject nodes that drive the FBIK. This is usually a small selection of joints in the hierarchy, like the feet, pelvis, wrists, and neck. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, %tag(fbik).

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

color

The color of the FBIK control shapes.

scale

The scale of the FBIK 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