
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.
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.
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.
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.
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.
Organize Houdini KineFX animation channels with channel groups, using the CSG populate HScript to auto-create folders and parameters for easier navigation.
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.
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.
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.
Create a scrollable pose library with a grid of placeholder buttons, arranged in three columns, and wire each button to the load pose function.
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.
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.
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.