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InverseKinematics
From Odwiki
The Inverse Kinematic solver in Houdini (one KinematicSolver of several) is best used with bones and is easily created when creating bones with the BonesTool?. The solver itself gets generated and lives inside a CHOP Network created at the same level as the Bones. The InverseKinCHOP? does not need to be exported to the bone channels because the Bones themselves are aware of their solver. You can see in the Bones object a path to the relevant solver CHOP.
IK/FK Blending
Houdini supports IK/FK blending directly. Using the Pose Tool and selecting a IK chain will show a Pose handle on the end effector. RMB on that handle and you'll see a pop-up menu which has an option to "Show Blend Handle". This will draw a diamond-shaped slider handle which is the IK/FK blend amount.
The best place to find out information on IK/FK Blending is in... Help > User Guide Contents > Characters > IK/FK Blending. To access this popup the HTML help of any node and then hit the home button and follow the path described. Many of the purpose built character tools in Houdini are located in Help > User Guide Contents > Characters. The IK chop has a blend parameter that you can drive any way you want...promote it to the OTL level (if your character is inside an OTL).
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