Houdini 20.5 Character KineFX

reversefoot

Sets up a reverse foot with heel, toe, and tilt controls.

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 a reverse foot with heel, toe, and tilt controls. It also has an abstract control for controlling the tilt and roll of the foot with a single control.

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

Parameters

name

The name that is added to the nodes created by this component.

guidesource

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

Settings

groundplane

The height of the ground plane that the reverse foot controls are projected onto. If the character’s waist is at ground level, this value needs to be adjusted to the level of the character’s feet.

anklepivot

The position of the ankle pivot.

toeup

The position of the toe up vector.

toeoffset

The placement of the toe. If the reversefoot component cannot find a toe, one is automatically created and adjusted so that the toe control is at the tip of the foot.

toecontroloffset

The position of the abstract control that drives the tilt and roll.

heeloffset

The position of the heel at the back of the foot. There is no need to create the heel control before using the reversefoot component.

tiltoffseta/tiltoffsetb

The position of the tilt controls. These controls are identical on both sides of the rig, so a and b are determined by how you set up the side roll.

tilt

The amount of tilt applied when using the abstract control.

roll

The amount of rotation applied to the roll when using the abstract control.

inverttilt

When turned on, inverts the tilt behavior when using the abstract control.

invertroll

When turned on, inverts the roll behavior when using the abstract control.

hidedriven

When turned on, hides the driven IK target.

Driver

driver

The main driver of the reverse foot control. This is usually the root of the rig.

Driven

segments

Segments are tags that separate each reverse root. For example, *foot loops over tags L_foot and R_foot. 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 reverse foot 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.

ankle

The ankle joint, if using segments. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, %tag(Ankle).

ball

The ball joint, if using segments. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, %tag(Ball).

toe

If no toe is specified, one is automatically created. The toe is needed in order for the reverse foot to work. This parameter accepts APEX path patterns, so you can specify tags in this field, for example, %tag(Toe).

ikdriven

The IK target of the leg. By default, this parameter is set to %tag(ik_tip), where ik_tip is a tag added by an upstream multiik rig component (in its Tags tab, tagtarget parameter).

Tags

tags

The tag that is added to the nodes created by this component.

Shape

shapescale

The scale of the controls.

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