Houdini 20.5 Nodes Render nodes

Bake Animation render node

Bakes animation from object transforms and CHOP overrides.

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Since 16.5

Overview

This node bakes animation from a list of objects onto another list of objects.

It can be used to transfer local parameter animation in the same way you would copy channels using Copy/Paste Expressions/Channels in the Parameter Editor.

It also supports baking object transforms in world space, and baking the results of object constraints to keyframes. When baking, new keyframes is added based on the Sample Rate. At a rate of 24, 24 keys will be added per second. Try keeping it to the same value as your scene $FPS.

The Source Objects node list defines which object nodes to read the animation from. The Target Objects node list defines which object nodes to write the animation to. The order of Source Objects and Target Objects is important, since it defines the relationship between each source and target objects pairs. You can also use patterns to build your lists.

For example, you can get all the rig controls out of the Simple Female rig by using: /obj/simplefemale1/ctrl_%.

The Parameters filter string defines which parameters will be copied and which parameters the transform baking will write to. It matches the source parameter names. It supports pattern matching strings such as t[xyz] r[xyz] s[xyz], which expands to tx ty tz rx ry rz sx sy sz.

Parameters

Frame Range

Allows specification of a range of frames to render.

Start/End/Inc

Specifies the first and last frames and the increment. Note that when rendering a sequence of images with a fraction Inc, $N is the number of the frame rendered, $F is the nearest integer frame number, $FF is the floating point frame number.

Sample Rate

The sample rate used when baking keyframes.

Source Objects

The list of object nodes to read the animation from. When baking a rig, you need to select the controllers inside of the HDA.

Target Objects

The list of object nodes to write the animation to. This can be the same as the Source Objects if you want to bake the animation from constraints or CHOP overrides.

Parameters

Defines which parameters will be copied and which parameters the transform baking will write to. It matches the source parameter names.It supports pattern matching strings such as t[xyz] r[xyz] s[xyz], which expands to tx ty tz rx ry rz sx sy sz. You could want to also list the scale p[xyz] and pr[xyz] if you want to transfer the uniform scale, pivot and pivot rotate parameters.

Copy Animation from Parameters

Copy the all the animation and parameter values from the source parameters to the target parameters. This runs first before the baking process takes place. It is important to note that the copy operation follows channels references and will bake the result on the top level HDA.

Copy World Transforms

Copy the World Transforms from the source objects to the target objects. It ignores objects that have constraints applied.

Copy Constraints Transforms

Copy the World Transforms from the source objects to the target objects if objects have constraints applied.

Hierarchical Copy Order

When baking transforms onto a different hierarchy it is important to bake the parent objects first and to follow the hierarchy. This sorts the list of source and targets based on the target hierarchy.

Log

A multi-line string that is filled with all the log messages during the baking. This can be useful for debugging the baking process.

See also

Render nodes

  • Agent

    This output operator is used to write agent definition files.

  • Alembic

    Exports the scene to an Alembic archive. Alembic is a common exchange format for moving geometry and animation between different 3D software packages.

  • Archive Generator

    Generates disk-based archives which can be used by either mantra or RIB renderers.

  • Bake Animation

    Bakes animation from object transforms and CHOP overrides.

  • Bake Texture

    Generates a texture map from one or more objects' rendered appearance.

  • Batch

    Renders the input ROP in a single batch job.

  • Channel

    The Channel output operator generates clip files from a particular CHOP.

  • Composite

    Renders images from a compositing network.

  • DSM Merge

    Merges two or more deep shadow/camera map files.

  • Dem Bones Skinning Converter

    Converts any non-changing topology deforming mesh sequence into a bone-based animation.

  • Dynamics

    Saves the state of a DOP network simulation into files.

  • Fetch

    Makes a dependency link to a ROP in a different network.

  • Filmbox FBX

    Exports entire scenes to FBX files.

  • Filmbox FBX Animation

    Export animation from geometry-based skeleton to an FBX file.

  • Filmbox FBX Character

    Export a skinned character with geometry-based skeleton to an FBX file.

  • Flipbook

    Render an image using the hardware-accelerated 3D viewport renderer.

  • Frame Container

    Prevents frame dependency changes in the contained nodes from affecting its inputs.

  • Frame Depedency

    Allows an output frame to depend on one or more input frames.

  • GLTF Character

  • Geometry

    Generates geometry files from a SOP or DOP network.

  • Geometry Raw

    Generates raw binary files from a SOP or DOP network.

  • HQueue Render

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • HQueue Simulation

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • Hair Card Texture

    Renders hair textures for use on hair cards.

  • Image

    Writes the output of a COP network to disk.

  • Karma

    Renders non-USD scenes using Houdini’s Karma renderer.

  • Labs 3D Facebook Image

    Quickly render a 3D scene to a 2.5D image that can be uploaded to Facebook.

  • Labs Flipbook Textures

    Renders, composites, and exports flipbook textures.

  • Labs JSON Exporter

    Export geometry attibutes to a JSON file.

  • Labs Marmoset Export

    The Marmoset Export ROP allows you to quickly generate an mview inside Houdini

  • Labs Niagara ROP

    Export point caches to be used with Unreal’s Niagara particle system.

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • Labs Vertex Animation Textures

    Exports a mesh and a set of textures to be used with a shader for complex real-time effects, such as: soft-body deformation, rigid-body dynamics, dynamically remeshed geometries, and particle sprites.

  • Labs ZibraVDB Compress (Alpha)

    Compresses an OpenVDB sequence and caches it to disk as a single file.

  • MDD Point Cache

    This output operator is used to write an MDD animation file.

  • Mantra

    Renders the scene using Houdini’s standard mantra renderer and generates IFD files.

  • Mantra Archive

    Generates disk-based archives which can be used by mantra.

  • Merge

    Merges several render dependencies into one.

  • Net Barrier

    Blocks the ROP network until synchronization occurs.

  • Null

    Does nothing.

  • OpenGL

    Render an image using the hardware-accelerated 3D viewport renderer.

  • Pre Post

    Renders ROPs before and after a main job.

  • Shell

    Runs an external command.

  • Subnetwork

    The SubNetwork output operator provides an easy way to manage large number of output operators.

  • Switch

    Renders one of several inputs.

  • Tractor

    Tractor is a program shipped out with Pixar’s distribution of RenderMan.

  • USD

    Renders a LOP network out to one or more USD files. This node is available as render node or as a LOP.

  • USD Render

    Renders an output image from the stage generated by a LOP network.

  • USD Stitch

    Merges USD files representing individual frames by composing them.

  • USD Stitch Clips

    Merges multiple value clips representing individual frames.

  • USD Zip

    Assembles USDZ archive files from existing USD files.

  • Wedge

    Re-renders the same ROP multiple times with different settings

  • Wren

    This output operator is used to drive the Wren rendering program.

  • glTF