Houdini 20.5 Character KineFX

ikfkblend

Performs a local blend between an IK and FK chain.

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 sets up the necessary constraints and blends to do a local blend between an IK and FK chain. It creates an abstract control that drives the blend value between IK and FK, and another control that allows you to position the abstract control.

The ikfkblend component uses an IK chain as a reference, so one must be set up upstream using the multiik component. However, it is not necessary to have existing FK nodes in the hierarchy. The ikfkblend finds the relevant skeleton joints used for IK, and automatically creates FK nodes at those joints if they don’t already exist.

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

Parameters

name

The name that is added to the IK/FK blend abstract and position controls. This name is not necessary when using segments because the segment name is also added to the nodes.

guidesource

The guide skeleton that is used as a reference when creating controls.

mapping

The mapping used to identify the relationship between the IK and FK nodes. This parameter is in the format mapping:<skeleton>, for example, mapping:Guides.skel.

When a fktransform component converts a skeleton joint hierarchy to a TransformObject node hierarchy, it adds a mapping entry to the properties dictionary attribute on each node. This mapping entry contains the name of the reference skeleton and the joint that was used to create the node, for example, "mapping:Guides.skel":"hand_l". Later on, if you set up an IK chain using the multiik component, the new IK controls will also contain a mapping entry to specify the reference skeleton and joint used to create the control. So you could have an FK control and IK control that have the same mapping information because they were created from the same skeleton and joint. The ikfkblend component then fetches the joints with the same mapping and performs a blend between the two.

Settings

abstractpos

The position of the abstract control as a relative offset. By default, the abstract control is placed in the middle of the joint chain.

abstractscale

The scale of the abstract control.

promote_t

When turned on, promotes the translate of the FK controls added by this component.

promote_r

When turned on, promotes the rotate of the FK controls added by this component.

promote_s

When turned on, promotes the scale of the FK controls added by this component.

Driven

segments

Segments are tags that separate each IK/FK blend. For example, *Leg loops over tags L_Leg and R_Leg. Tags can be set up on skeleton joints using an Attribute Adjust Array SOP. See preparing skeletons for rigging for more information.

If segments is empty, the ikfkblend logic is run once.

Note

The segments parameter does not take APEX path patterns, for example, the %tag() function. Instead, specify the tag names directly in this field.

iknodes

An APEX path pattern that specifies the IK nodes that are included in the IK/FK blend.

fk_prefix

The prefix that is added to the new FK chain. When setting up the IK/FK blend, you don’t need to have FK nodes in the hierarchy. The ikfkblend component creates an FK chain if one doesn’t already exist.

fk_suffix

The suffix that is added to the new FK chain. When setting up the IK/FK blend, you don’t need to have FK nodes in the hierarchy. The ikfkblend component creates an FK chain if one doesn’t already exist.

fknodes

An APEX path pattern that specifies the FK nodes to include in the IK/FK blend. This can be used if the FK nodes already exist in the rig hierarchy. The ikfkblend component loops over the IK nodes, and uses the mapping value to make sure that the IK and FK hierarchies match.

Driver

parent

The main driver of the abstract control. When empty, the abstract controls are not parented.

Tags

tags

The tags that are added to the nodes created by this component.

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