Houdini 20.5 Nodes Geometry nodes

Skeleton geometry node

Interactively create and edit geometry-based skeletons.

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Since 18.5

This node allows you to non-procedurally create a geometry-based skeleton and edit its properties.

State

Skeleton state hotkeys

Hotkey or Interaction

Action

F

Toggles between Create and Modify mode.

Click in empty space while in Create mode

Creates a new joint.

⇧ Shift-click in empty space while in Create mode

Creates a floating, unparented joint.

-click or -click a joint while in Modify mode

Selects a joint.

-click or -click a joint while in Create mode

Creates a new joint with the clicked joint as its parent.

Double-click a joint

Selects the clicked joint and all the joints in its joint chain.

Hold S and drag

Box select joints.

⇧ Shift-click a joint

Adds the joint to the selection group.

⌃ Ctrl-click a joint

Removes the joint from the selection group.

⇧ Shift + ⌃ Ctrl-click a joint’s link or poly line (geometry)

Adds a new joint between the existing joints, effectively splitting the poly line in half.

Delete

Removes the selected joint and reparents its descendants to the joint’s former parent.

⇧ Shift + Delete

Removes the selected joint and does not reparent its descendants.

Drag a joint while in Tweak mode

Moves the joint and its descendants.

⇧ Shift-drag a joint while in Tweak mode

Moves the joint without moving its descendants.

Drag a joint while in Tweak mode with Child Compensate turned on

Moves the joint without moving its descendants.

⇧ Shift-drag a joint while in Tweak mode with Child Compensate turned on

Moves the joint and its descendants.

⇧ Shift-drag a poly line while in Tweak mode

Twists or rotates the poly line and its parent/child pair of joints.

⌃ Ctrl-drag a poly line while in Tweak mode

Rotates the poly line using its parent joint as a pivot. This is also called trackball rotation.

⌃ Ctrl + ⇧ Shift-drag a poly line while in Tweak mode

Rotates the poly line along the existing curvature.

⎋ Esc

Exits the Skeleton state.

Skeleton state visualizers

Visual Feedback

Meaning

White joint

Unselected joint.

Yellow joint

Selected joint.

Red joints

Indicates a cyclical (invalid) hierarchy.

Parameters

Stash Input

Make a copy of the input geometry as this node’s starting point. This allows one to start from an existing input skeleton. This button will remove all existing changes.

Stash Merge Input

Append a copy of the input geometry. This allows one add an existing input skeleton without losing any current changes.

Update Stash From Output

Incorporate changes at the current frame for editing. This is useful to update the skeleton when Transfer Input Animation is enabled.

Transfer Input Animation

Copy the transforms from matching input joints and update all the other joints appropriately.

Cache Output

When Transfer Input Animation is enabled, this enables caching of the evaluation results for faster playback.

Joint Color

Color to assign to the joints.

Inputs

Template geometry to build from. This is used by the Stash Input and Stash Merge Input parameter buttons.

Outputs

Skeleton

The authored SOP skeleton.

See also

Geometry nodes