
Learn to assemble, package, and distribute a complete KineFX rig while simplifying its viewport interface for easier animation, including pose libraries, default poses, and script-based tools.
Package a basic game rig by simplifying the interface, wiring the skeleton, weights, and blendshapes for animation, and exporting with a single, animator-friendly node.
Convert the rig into a unique Houdini digital asset (hda) and embed the rig’s mesh, skeleton, and controls, with optional internal or external file references via a switch.
This lecture demonstrates separating motion capture from the rig by creating a mocap subnetwork, converting files to an hda, and switching between internal and external geometry.
Create two output nodes for a Houdini KineFX rig, separating mesh, skeleton, and animation for flexible display and export, with rig updates via display and digital assets.
Learn to package a Houdini KineFX rig by configuring viewer states and rig pose, locking nodes, and managing post nodes and interfaces for robust transform controls.
Set up and organize rig parameters in houdini kinefx, including mocap toggle, leg twist controls, and blendshape outputs; convert folders to tabs carefully to preserve script links and export readiness.
Explore houdini kinefx rig packaging and a minimal fbx export workflow for Unity and Unreal, including mesh and skeleton exports, clip info, and basic troubleshooting for clean game-ready rigs.
Explore rig distribution methods with folders, starting from a simple distributable directory that includes the scene, geometry, and scripts, then covers Houdini package and installer options for robust rig deployment.
Adopt the second rig packaging method by turning root and hip solvers into HDS subnetworks and HDAs, then package the rig as a plugin using Houdini packages and environment variables.
Explore node-based installers for Houdini KineFX rig packaging, creating a single HDA installer that packages plugins, solvers, geometry, and scripts for easy distribution.
Enhance the houdini kinefx rig with channel groups, essential scripts to zero poses and key all channels, plus a custom pose library and t pose for motion capture.
Develop a zero pose tool for a Houdini KineFX rig by scripting a button to reset all transform parameters to a basic pose via a Python module and panel.
Add key pose and key all buttons in a Houdini KineFX rig, implement functions to key transforms and all parameters by frame, and exclude non keyable rig parameters.
Learn to create a two-button default pose system in Houdini KineFX, wiring callbacks, testing scripts, and using channels to store and revert to default values.
Implement and test a set default pose button in Houdini KineFX rig packaging by updating the HDA interface and palm template group to store the current pose as the default.
Correct the right ankle goal in the leg solver to fix the rig. Fix key all script by correcting the conditional and targeting parameters in the parameters and transforms folders.
Develop a practical mirroring workflow for a Houdini KineFX rig by scripting mirror and t pose buttons, mirroring rotations and translations around the x axis and across left–right joints.
Organize Houdini KineFX animation channels with channel groups, using the CSG populate HScript to auto-create folders and parameters for easier navigation.
Explore creating and configuring Python panels in Houdini, including setting up a custom Python panel path, environment variables, and packaging character tools as a reusable plugin.
Explore building a Houdini Python panel that imports character tools, defines a Qt widget class, and constructs a dynamic, group-based interface with pose and keying buttons for rig packaging.
Develop a Python panel in Houdini by adding and wiring a zero pose button, refining the interface layout, and implementing selection handling for a rig main node.
Learn how to connect and organize python panel buttons for Houdini KineFX rig packaging, duplicating and configuring zero post, key post, default post, mirror pose, and t-pose.
Build and organize a Houdini Python panel with tabbed layouts, add and test buttons for set default pose and channel groups, and debug interface stability.
Set up a basic pose library in Houdini KineFX rig packaging by configuring the pose library folder and path, and enabling scan and load workflows with JSON storage.
Implement a scan function to retrieve the library path, validate or create the directory using OS utilities, and prompt the user to create the pose library when needed.
Save poses to an entry in the pose library by selecting the library path, collecting key parameter values, filtering non-keyable items, and writing a readable json file with overwrite checks.
Load poses dynamically from the library, populate the load list, and apply saved poses to the character using Python to read directories, parse JSON, and update the interface.
Update the Python panel to build a two-part pose library with a main interface and settings, including save and load functionality, a file browser, and basic Qt widgets in Houdini.
Create a scrollable pose library with a grid of placeholder buttons, arranged in three columns, and wire each button to the load pose function.
Configure the Houdini KineFX pose library via the Python panel to select a directory with the file chooser, resolve an absolute path, and scan or create the library when needed.
Implement the pose save feature in houdini kinefx, updating the save button, validating name and path, and saving pose data as json with png thumbnails.
Save poses and generate thumbnail icons for each pose using Houdini flipbook rendering of the current frame, via a Python script and flipbook settings, to populate a pose library interface.
In Houdini KineFX rig packaging, learn to implement button icons by dynamically creating pose library buttons, setting a default pose library path, loading poses, and rendering icons with background images.
Clean up and optimize the Houdini KineFX rig packaging workflow by removing debug prints, refining the pose library layout, adjusting flipbook settings, and preparing the character picker.
An update fixes key character picker bugs in Houdini 20.50.297, enabling opening from the window menu, selecting rigs, and configuring the target node and controls; a minor audio-related crash remains.
Explore the Houdini KineFX character picker, selecting the HDR rig via the interface, and manage two rigs, bugs, and workarounds with JSON export/import and viewer state tweaks.
Explore the default character picker in Houdini KineFX Rig Packaging: set up, label, and color-control buttons, save as JSON or SVG asset, and explore tabs and Python panel options.
Create a separate Python panel as a custom character picker for Houdini KineFX, including image setup, plugin folder organization, and a reloadable Qt-based interface.
Learn to build a custom character picker UI for Houdini KineFX using PySide2, Qt Designer, and a UI loader to assemble a background image with head, neck, and hips buttons.
Build a custom character picker for Houdini KineFX by wiring UI buttons to select joints and testing with Kidney Effects library, enabling selection via tool utils.
Explore two methods to apply the T pose in Houdini KineFX rig packaging: via the character tools with an embedded, locally stored pose, and via the Python panel post method.
Learn to implement the t-pose in the python panel for houdini kinefx rigs, updating leg and arm controls via control and skeleton geometry and euler angle calculations.
fixes a bug in the character tools node caused by two pose libraries, removing png file entries from the pose dropdown and adding path validation to ensure a load pipeline.
The creation of a rig does not just require the creation of mechanics, it also requires the creation of interfaces and tools. In this course we will be working on a KineFX rig in Houdini but we will not be working on the rig. Instead we will work on the creation of the interface for the rig, the distribution of the rig and the creation of tools to make the animation easier.
We will be working with a basic humanoid rig that has already been made. We will convert this from a network into a basic HDA that will allow animation to be performed with a single node. We also will discuss a couple of methods for distribution.
A rig is not a self-contained item as we will often need tools to make animation easier. These will include, channel groups, tools for easier keying of parameters as well as zero and default poses. We will also be creating a pose library which will allow is to store poses for the character. We will create these with HDA Interfaces as well as with custom python panels.
The selection of characters can also be made easier with character pickers and we will do this with both the default Houdini character picker as well a custom python panel.