Bones
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Houdini Character Tools : Bones
Bones are rig elements that appear within kinematic chains in Houdini. (The are known in other software as "Joints".)
Creating bone chains:
- Create a bone chain with any of the KinematicSolvers : BonesTool
- Create a bone chain to match a Curve : BonesFromCurveTool
- Create a single bone: BoneTool
There are several ways to manipulate bones:
- SelectTool : this will apply a standard tranformer Handle to the bone in the case of NoK? (or if you select the InverseKinematicsGoal? of an InverseKinematics chain)
- ObjectTool : this will active the Bone's native Handle. You can scale and rotate bones with this handle.
- PoseTool : this will active a Pose handle and allow you to simply drag bones, lock joints, blend InverseKinematics and ForwardKinematics
EdwardLam: I would discourage use of anything other than the PoseTool. It now has abilities of the other two combined.
Bones FAQ
- Why does my IK CHOP work when I don’t have the export flag on?
- (This is from a post on the SideFX forum by EdwardLam) If you look in the Bone page of the Bone object parameters, you will note that there is a new Kinematic Solver parameter. This specifies the chop from where the bone will grab its rotations from. This frees up the regular bone object rotates for FK channels to be blend with the IK solution.
- How to set the current position and orientation of the bones as the capture position
- The bonealigncapture hscript command along with the -c option. It takes the current world transforms of the bones and puts them into the Bone parameters called Capture Bone ...
- Why does my IK CHOP work when I don’t have the export flag on?
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