Houdini 20.5 Nodes Geometry nodes

IK Chains geometry node

Creates and evaluates Two-Bone IK solvers on a SOP skeleton.

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Since 18.5

This SOP allows you to quickly set up two-bone IK chains on the first input skeleton using goal and optionally twist drivers found on the second input.

Parameters

Enable Multithreading

When turned on, computes IK chains using different threads. Multithreading comes with an overhead and should only be used if you have many chains to compute.

IK Chains

Root Name

The first joint in the chain. For example, the shoulder of an arm.

Mid Name

The second joint in the chain. For example, the elbow of an arm.

Tip Name

The third joint in the chain. For example, the wrist of an arm.

Match By Name

When turned on, the joints specified above are driven by points on the second input with the matching name. This is useful if you want to isolate points from the input and use them as the IK controls on the second input.

Twist Name

The name of the point on the second input to use as the IK twist control.

Note

If you leave this blank, the solver uses the position of the joint specified in Mid Name as the pole vector.

Goal Name

The name of the point on the second input to use as the IK goal.

Blend

Blends between the input pose and the result of the IK solve.

Orient Tip

When turned on, orients the joint specified in Tip Name to the goal.

Stretch

When turned on, allows the chain to stretch to reach the goal.

Inputs

Skeleton

The SOP skeleton to drive.

IK Drivers

The SOP skeleton containing the points to use as IK drivers.

Outputs

Skeleton

The first input skeleton with the result of the IK solutions applied.

See also

Geometry nodes