
Develop a flexible humanoid rig in Houdini using kinefx, built with a skeleton-first approach, multiple spine options, global and local FK controls, and a practical export pipeline for games.
Master how kinefx uses attributes—name as an identifier, position, and a transform for orientation—to define joints, with optional local transform for hierarchies and 3x3 orientation matrices.
Houdini 19 updates replace the attached control geometry node with attached joint geometry, add template inputs and shape libraries, and introduce universal joint scale and per-control color tweaks.
Learn to set up spine orientations by computing transforms from hip to child joints using vectors, unit vectors, and cross products, while visualizing X, Y, and Z directions.
Finish the leg by merging the foot and orientation scripts to update the final point's transformations, using a conditional optimization that runs only when the second input is connected.
Create an initial geometry-based control setup for humanoid rigs, using primitive-attribute naming and color notes to manage directions, center of gravity, and spine, arms, and legs.
Set up IK/FK arms in Houdini with KineFX by duplicating leg rigs, renaming joints to arm joints, and configuring left and right arm controls and parameter interfaces.
Refine the rig for export by separating control and non-control skeletons. Align the root bone with hip-driven transforms using matrix to vector conversions and correct parenting.
Learn to make rig controls accessible by extending the viewer state and building a visibility interface, including an inter-group ordered menu (Meche, skeleton) and global, local, universal toggles.
Create new geometry and skeleton nodes, organize them with dist suffixes, and define weights before building and exporting the rig for game engine.
Position the character and edit the skeleton, then use it to add weights to the mesh, tuning burn capture attributes and bone capture lines while leaving eyes and teeth rigid.
Learn to display deformations by building a rig utils note in Houdini using a subnetwork, with mesh and skeleton inputs and outputs, plus display controls and a reset pose button.
Organize global and local rig controls, implement stash and cache inputs, and drive hips controls and display menus with a Python script to dynamically set attach control geometry in Houdini.
Set up and evaluate the spine solver in Houdini's KineFX by configuring the spine group, adjusting tangents, and profiling performance to identify slow nodes and optimize their placement.
Organize the arms rig with dedicated controls and a solver workflow, linking spine inputs to global and local controls, and export the final animation.
explain how to refine a humanoid jaw rig in Houdini and KineFX by reorganizing joints, updating controls, and validating FK/IK blending with a jaw solver.
Update the export node by configuring clip and source ranges and their integer parameters, then set the animation name and prepare export workflows for frame-based outputs.
Explore how KineFx revolutionizes Houdini rigging by using a point-based, SOP-based system that improves motion capture integration, offers modular skeleton, rig, controls, and mesh with flexible import and export.
Separate a rig into components: skeleton, weighted mesh, proxy geometry, and controls. Generate the skeleton geometry file, proxy geometry file, and controls file, then feed them into the rig.
In this course we will build a basic humanoid rig. This rig is designed to be compatible with game engines like Unity and should work with a lot of common motion capture libraries.
We will start be creating a reconfigurable skeleton that can be posed for multiple characters. This skeleton will also have three different spines this will allow us to examine. These will include two curved skeletons, one with four bones to be compatible with the Unity humanoid rig. The others skeletons are have more bones and will allow us to compare to pitfalls of using curved or straight spines.
We will create a custom reorient joints node that will allow us to have consistent orientations for all the joints.
For the rig we will be looking to implement IK and FK Controls. For the IK controls we will have both global and local controls. And we will be implementing number of methods to blend between global and local controls.
We will be creating a custom for the spine rotations with options for both linear and quaternion interpolation.
For the arms we will be creating a dynamic skeleton that moves based of the position of the arm. The Hand will have preset poses that we can blend between.
We will be building an export pipeline with options for 'level of detail' and exporting characters and animation.