<?xml version="1.0"?>
<rss version="2.0"><channel><title><![CDATA[Animation & Rigging Latest Topics]]></title><link>https://forums.odforce.net/forum/18-animation-rigging/</link><description><![CDATA[Animation & Rigging Latest Topics]]></description><language>en</language><item><title>Kimodo + KineFX: Text-to-Character Motion Workflow</title><link>https://forums.odforce.net/topic/67501-kimodo-kinefx-text-to-character-motion-workflow/</link><description><![CDATA[<p>
	Hi everyone,<br />
	I wanted to share a new feature now available in Houdini AI Assistant: Animation Maker.<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_05/radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-11.gif.2581bb38bfc44c52dfd79fe1172c8ca3.gif" data-fileid="72941" data-fileext="gif" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72941" data-ratio="44.50" width="1000" alt="radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-11.thumb.gif.e3ce483c4e1751607bee7ef73f030a66.gif" src="https://forums.odforce.net/uploads/monthly_2026_05/radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-11.thumb.gif.e3ce483c4e1751607bee7ef73f030a66.gif" /></a>
</p>

<p>
	It brings text-to-character motion generation directly inside Houdini, using Kimodo for motion generation and KineFX for importing, retargeting, and continuing the animation workflow inside Houdini.
</p>

<p>
	Demo: <br />
	<a href="https://youtu.be/dqLJe_3Qlic?si=TEZFXFNnDwSD1ndD" rel="external nofollow">https://youtu.be/dqLJe_3Qlic?si=TEZFXFNnDwSD1ndD</a><br />
	<br />
	The integration is currently available in the Houdini AI Assistant build on Gumroad.<br />
	Houdini AI Assistant:<br />
	<a href="https://rart.gumroad.com/l/HoudiniAIAssistant%C2%A0" rel="external nofollow">https://rart.gumroad.com/l/HoudiniAIAssistant </a>
</p>

<p>
	Current workflow:<br />
	Prompt → Generate Motion → Adjust Character Position → Regenerate<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudini3.jpg.88fe6cd2e0b72e39524498d714b65459.jpg" data-fileid="72937" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72937" data-ratio="56.20" width="1000" alt="HoudiniAIAssisant-chatgptclaudeaiforhoudini3.thumb.jpg.18c1c34635685bd36dc86cbc83f98fe9.jpg" src="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudini3.thumb.jpg.18c1c34635685bd36dc86cbc83f98fe9.jpg" /></a>
</p>

<p>
	The current build supports:<br />
	- Text-to-character motion generation<br />
	- Multi-prompt timeline<br />
	- 2D root waypoint controls<br />
	- Full-body keyframe guides<br />
	- Hand and foot guide tracks<br />
	- KineFX retargeting workflow<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_05/radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-12.gif.a2ac96ab55ebc2e5e8d4ac3b791d8332.gif" data-fileid="72942" data-fileext="gif" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72942" data-ratio="68.90" width="1000" alt="radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-12.thumb.gif.c02cd496929ffc896c3eedbab972807b.gif" src="https://forums.odforce.net/uploads/monthly_2026_05/radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-12.thumb.gif.c02cd496929ffc896c3eedbab972807b.gif" /></a>
</p>

<p>
	The idea is not just to generate a motion clip externally, but to make the result editable and usable inside Houdini. The generated motion can be imported as BVH, retargeted through KineFX, adjusted, and reused as part of a Houdini character workflow.<br />
	At the moment this is still an early Windows beta and focused on humanoid motion, since Kimodo is trained around human skeleton animation.<br />
	APEX support is something I’m also looking into.
</p>

<p>
	I’m currently testing different workflows around:<br />
	Timeline-based prompt segments<br />
	Motion transitions between prompts<br />
	2D path control<br />
	Full-body constraints<br />
	Hand / foot end-effector guides<br />
	BVH import and retargeting reliability<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_05/radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-12.gif.a2ac96ab55ebc2e5e8d4ac3b791d8332.gif" data-fileid="72942" data-fileext="gif" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72942" data-ratio="68.90" width="1000" alt="radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-12.thumb.gif.c02cd496929ffc896c3eedbab972807b.gif" src="https://forums.odforce.net/uploads/monthly_2026_05/radu-cius-houdini-ai-assisant-chatgpt-claude-procedural-modeling-ai-12.thumb.gif.c02cd496929ffc896c3eedbab972807b.gif" /></a>
</p>

<p>
	I’d be very interested to hear thoughts from Houdini users working with KineFX, APEX, retargeting, or character animation workflows.<br />
	Houdini AI Assistant:<br />
	<a href="https://rart.gumroad.com/l/HoudiniAIAssistant%C2%A0" rel="external nofollow">https://rart.gumroad.com/l/HoudiniAIAssistant</a><br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudini3.jpg.88fe6cd2e0b72e39524498d714b65459.jpg" data-fileid="72937" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72937" data-ratio="56.20" width="1000" alt="HoudiniAIAssisant-chatgptclaudeaiforhoudini3.thumb.jpg.18c1c34635685bd36dc86cbc83f98fe9.jpg" src="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudini3.thumb.jpg.18c1c34635685bd36dc86cbc83f98fe9.jpg" /></a><a href="https://rart.gumroad.com/l/HoudiniAIAssistant%C2%A0" rel="external nofollow"> </a><br />
	<br />
	Would this kind of prompt-based motion generation be useful in your Houdini pipeline?<br />
	And what would be the most important control features for production use?<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker4.jpg.4282afc0fb976051cdf09e67d8331ea7.jpg" data-fileid="72940" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72940" data-ratio="56.30" width="1000" alt="HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker4.thumb.jpg.4556d9f3609dc79c4337f68e9b2423e9.jpg" src="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker4.thumb.jpg.4556d9f3609dc79c4337f68e9b2423e9.jpg" /></a>
</p>

<p>
	Thanks,<br />
	Radu
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker2.jpg.170093269e6dca8088fb62cefa8a9b4d.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72938" src="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker2.thumb.jpg.38928f5588af4f6b56fb9b57ec139550.jpg" data-ratio="31.9" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Houdini AI Assisant- chatgpt, claude,  ai for houdini, animation maker  2.jpg"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker3.jpg.10e082523eea85420fedebc9164284da.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72939" src="https://forums.odforce.net/uploads/monthly_2026_05/HoudiniAIAssisant-chatgptclaudeaiforhoudinianimationmaker3.thumb.jpg.a67c74df26531b78201a301a9ed8c720.jpg" data-ratio="56.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Houdini AI Assisant- chatgpt, claude,  ai for houdini, animation maker  3.jpg"></a></p>]]></description><guid isPermaLink="false">67501</guid><pubDate>Mon, 11 May 2026 08:39:39 +0000</pubDate></item><item><title>Is this rig logic possible?</title><link>https://forums.odforce.net/topic/67453-is-this-rig-logic-possible/</link><description><![CDATA[<p>
	Is there a way to implement this rig logic in apex/kinefx?<br />
	I've been messing around with apex but I am breaking the rig of course, because I can only imagine ways to do this that create dependency loops... aaaaand, I'm also not a rigger. <img data-ratio="100.00" width="16" alt="smile.png" src="https://www.sidefx.com/static/djangobb_forum/img/smilies/smile.png" />
</p>

<video controls class="ipsEmbeddedVideo" data-fileid="72927" data-controller="core.global.core.embeddedvideo">
	<source src="https://forums.odforce.net/uploads/monthly_2026_04/ScreenRecording2026-04-26141102.mp4.6742093bfb0f74583f47394a9164e31a.mp4" type="video/mp4">
	<a class="ipsAttachLink" href="//forums.odforce.net/applications/core/interface/file/attachment.php?id=72927&amp;key=57e3c6e0e83c697ae02cdc2d25631c52">Screen Recording 2026-04-26 141102.mp4</a>
</video>]]></description><guid isPermaLink="false">67453</guid><pubDate>Sun, 26 Apr 2026 11:15:16 +0000</pubDate></item><item><title>APEX Constrained IK and Lookat</title><link>https://forums.odforce.net/topic/58015-apex-constrained-ik-and-lookat/</link><description><![CDATA[<p>
	Hi there,
</p>

<p>
	I'm trying to rig a simple hexapod like robot, with APEX.
</p>

<p>
	I've watch quite a few tutorials but never found info on how to fine tune an IK (locking some axis and limiting the range of others).
</p>

<p>
	It's pretty much a mechanical arm rig.
</p>

<p>
	 
</p>

<p>
	If anyone can help/point me in the right direction... thanks !
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2025_01/IK_APEX1.jpg.748bae25044c936a092814ab34aa115c.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71632" src="https://forums.odforce.net/uploads/monthly_2025_01/IK_APEX1.thumb.jpg.4250a286e5d885cc672cd2b00a990027.jpg" data-ratio="79.2" width="947" class="ipsImage ipsImage_thumbnailed" alt="IK_APEX1.jpg"></a></p><p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71631&amp;key=bdfd94752c8095462848ae352f51b8d2" data-fileExt='hipnc' data-fileid='71631' data-filekey='bdfd94752c8095462848ae352f51b8d2'>6ril_IK_APEX.hipnc</a></p>]]></description><guid isPermaLink="false">58015</guid><pubDate>Tue, 28 Jan 2025 03:00:09 +0000</pubDate></item><item><title>Simple Rig Question (from someone who does not rig)</title><link>https://forums.odforce.net/topic/67430-simple-rig-question-from-someone-who-does-not-rig/</link><description><![CDATA[<p>
	Is it possible to create and configure a rig that behaves this way: when moving point 1 down, point 2 and 3 will move so that the final position configuration will be that of image two?<br />
	In essence having point 2 <em>sliding</em> on the line defined between 0-1?
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_04/Enter_a_filename.png.11427694fea44a66c82ed17732594f3f.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72887" src="https://forums.odforce.net/uploads/monthly_2026_04/Enter_a_filename.png.11427694fea44a66c82ed17732594f3f.png" data-ratio="66.09" width="976" class="ipsImage ipsImage_thumbnailed" alt="Enter_a_filename.png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_04/Enter_a_filename2.png.f904146abae1bc21b08f8bf924667356.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72888" src="https://forums.odforce.net/uploads/monthly_2026_04/Enter_a_filename2.png.f904146abae1bc21b08f8bf924667356.png" data-ratio="63.51" width="918" class="ipsImage ipsImage_thumbnailed" alt="Enter_a_filename2.png"></a></p>]]></description><guid isPermaLink="false">67430</guid><pubDate>Mon, 13 Apr 2026 14:51:40 +0000</pubDate></item><item><title>Feather Animation in Houdini</title><link>https://forums.odforce.net/topic/67284-feather-animation-in-houdini/</link><description><![CDATA[<p>
	I've recently set up a full feather groom for a chicken character, I've been looking into the deform nodes - point deform, guide deform and feather deform and I'm struggling to get the feathers to follow the animated mesh. I have been following <a href="https://www.andreaskj.com/creating-and-animating-a-bird-in-houdini-solaris-feather-export-hda/" rel="external nofollow">parts of  https://www.andreaskj.com/creating-and-animating-a-bird-in-houdini-solaris-feather-export-hda/</a> as well as the eagle example on side FX but I dont quite understand the workflow as it seems to be mostly for simulating the feathers themselves on a static mesh. 
</p>

<p>
	I'm having most trouble understanding the procedurals, with the above link he uses a HDA which has been very helpful but then mentions reimporting it back into sops animating and then importing back to LOPs, I dont quite understand this process and any insight would be super helpful! <br />
	If anyone could help I would be much appreciated
</p>
]]></description><guid isPermaLink="false">67284</guid><pubDate>Fri, 13 Mar 2026 13:02:48 +0000</pubDate></item><item><title>Tennis ball spinning on top of another ball</title><link>https://forums.odforce.net/topic/67230-tennis-ball-spinning-on-top-of-another-ball/</link><description><![CDATA[<p>
	<span>Hello everyone,</span>
</p>

<p>
	<span>I would like to ask for some advice. I’m not entirely sure what the correct term for this effect is, but I really like this animation of a tennis ball spinning on top of another ball.</span>
</p>

<p>
	<span>Could anyone please guide me on how to achieve this effect? Any tips, recommended techniques, or tutorials would be greatly appreciated.</span>
</p>

<p>
	<span>Thank you in advance for your help.</span>
</p>

<video controls class="ipsEmbeddedVideo" data-fileid="72808" data-controller="core.global.core.embeddedvideo">
	<source src="https://forums.odforce.net/uploads/monthly_2026_03/clip.mp4.c222005bb6b817fb4e150fcebd4b6332.mp4" type="video/mp4">
	<a class="ipsAttachLink" href="//forums.odforce.net/applications/core/interface/file/attachment.php?id=72808&amp;key=d92979adb1cc47047fa267de78874989">clip.mp4</a>
</video>]]></description><guid isPermaLink="false">67230</guid><pubDate>Tue, 03 Mar 2026 15:24:32 +0000</pubDate></item><item><title>OTIS vs Vellum/Ziva &#x2013; Missing Muscle Volume and Definition</title><link>https://forums.odforce.net/topic/67229-otis-vs-vellumziva-%E2%80%93-missing-muscle-volume-and-definition/</link><description><![CDATA[<p>
	Hi everyone,
</p>

<p>
	I’m having trouble achieving the expected muscle definition using OTIS in Houdini.
</p>

<p>
	For some reason, I’m not able to get the same level of visible muscle detail that I can achieve with Vellum (please see the attached reference images). In terms of realistic muscle deformation, the results from OTIS appear much flatter and resemble something that could easily be achieved with a simple blendshape, rather than exhibiting natural muscle bulging and volume shifts.
</p>

<p>
	Additionally, I’ve noticed that OTIS does not seem to produce realistic muscle behavior similar to Ziva, where muscles naturally bulge and shift upward during contraction. Instead, the deformation feels limited and lacks dynamic volume change.
</p>

<p>
	I’ve attached my Houdini file (Version 21.0.631) in case anyone would be willing to take a look and help me understand what I might be missing or setting up incorrectly that’s preventing proper muscle definition with OTIS.
</p>

<p>
	Any guidance would be greatly appreciated. Thanks in advance!
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2026_03/Muscle_DefnationinOtis.jpg.f3d44f51bb598092a4c37711cd036e79.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72801" src="https://forums.odforce.net/uploads/monthly_2026_03/Muscle_DefnationinOtis.jpg.f3d44f51bb598092a4c37711cd036e79.jpg" data-ratio="102.53" width="632" class="ipsImage ipsImage_thumbnailed" alt="Muscle_Defnation in Otis.jpg"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2026_03/Muscle_DefnationinVellum.jpg.c4908504a46d06cc36626de938bfee77.jpg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="72802" src="https://forums.odforce.net/uploads/monthly_2026_03/Muscle_DefnationinVellum.thumb.jpg.a26db2ad8f2464d022f14ca251f296f0.jpg" data-ratio="103.59" width="724" class="ipsImage ipsImage_thumbnailed" alt="Muscle_Defnation in Vellum.jpg"></a></p><p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72803&amp;key=b2b7f0880260e89bf0859a48164dbb81" data-fileExt='rar' data-fileid='72803' data-filekey='b2b7f0880260e89bf0859a48164dbb81'>Ottis Leg1.rar</a></p>]]></description><guid isPermaLink="false">67229</guid><pubDate>Tue, 03 Mar 2026 12:20:43 +0000</pubDate></item><item><title>Augmenting FBX animation using KineFX (and CHOPs?)</title><link>https://forums.odforce.net/topic/67228-augmenting-fbx-animation-using-kinefx-and-chops/</link><description><![CDATA[<p>
	I'm still digging around in KineFX but have yet to stumble across how to do this--I have an animated FBX, and I would like to make the animation "looser"/more exaggerated. Secondary Motion doesn't do it because I'm trying to modify the primary motion. I feel like CHOPs might be the answer--I think a spring CHOP would do a lot of what I'm looking for (if the .fbx animation throws his arm a little I want him to throw it a lot--to flail!). I've just yet to find a way to get my motion clip into CHOPs. I'm having some early promising RND results just animating a "rigged" line using rig pose and applying a spring CHOP to individual joints, but I've not yet figured how to get that to happen with the .fbx's animation. (I've also tried transforming the motion trail after a motion clip extract, but didn't have luck there.)
</p>

<p>
	Any pointers are appreciated, and I'm happy to go through an hour long KineFX class if the answer is five minutes in the middle--I'm still learning KineFX and am happy to be taught how to fish.
</p>

<p>
	Thanks!
</p>

<p>
	 
</p>

<p>
	ADDENDUM: I had another thought that might be possible, but I'm not sure how to implement it--since joint movement is all rotation, I can calculate angular velocity using the point velocity node and then multiply that in a wrangle, but I'm not sure how I would then apply that back to the joints. A solver, perhaps?
</p>
]]></description><guid isPermaLink="false">67228</guid><pubDate>Tue, 03 Mar 2026 02:34:36 +0000</pubDate></item><item><title>Reading boneCapture in VEX</title><link>https://forums.odforce.net/topic/64945-reading-bonecapture-in-vex/</link><description><![CDATA[<p>
	How to read this data structure.
</p>

<p>
	I think it's  a dictionary, but I can' t get the syntax right.
</p>

<p>
	What is the syntax to access the string  or the float in <span>:</span> 
</p>

<p>
	boneCapture regn[0]
</p>

<p>
	or
</p>

<p>
	boneCapture w[0,0]
</p>

<p>
	How do you even parse: "boneCapture regn[0]"
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">64945</guid><pubDate>Wed, 12 Nov 2025 14:41:32 +0000</pubDate></item><item><title>importing characters from Character Creator to Houdini</title><link>https://forums.odforce.net/topic/64854-importing-characters-from-character-creator-to-houdini/</link><description><![CDATA[<p>
	<span style="font-size:11pt;">Hello everyone,</span>
</p>

<p>
	<span style="font-size:11pt;"> </span>
</p>

<p>
	<span style="font-size:11pt;">I have a question…<span>  </span>after much troubleshooting importing blendshapes, I figured out what the problem is, but I don't know the solution.<span>  </span>This character has high heels on, which is affecting the blend shapes I have on this character.<span>  </span>If I import this character with no heels on, then the blend shape is fine and imports with no issues.<span>  </span>How would I correct the blend shape’s transform with this character? to account for having on shoes/heels/etc?</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_11/image.png.36c45a4afd1b962761cbeee9c71458b6.png" data-fileid="72613" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72613" data-ratio="56.30" width="1000" alt="image.thumb.png.ab120025cd7a10112c74ba55949853ef.png" src="https://forums.odforce.net/uploads/monthly_2025_11/image.thumb.png.ab120025cd7a10112c74ba55949853ef.png" /></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_11/image.png.bc74131b9cfbf3d449865f1f0bf9d78a.png" data-fileid="72614" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72614" data-ratio="56.30" width="1000" alt="image.thumb.png.8cdf6725d8420326d2daa77e0544e3aa.png" src="https://forums.odforce.net/uploads/monthly_2025_11/image.thumb.png.8cdf6725d8420326d2daa77e0544e3aa.png" /></a>
</p>
]]></description><guid isPermaLink="false">64854</guid><pubDate>Sun, 09 Nov 2025 17:15:42 +0000</pubDate></item><item><title>Baking Mixamo animation to rig pose node</title><link>https://forums.odforce.net/topic/61738-baking-mixamo-animation-to-rig-pose-node/</link><description><![CDATA[<p>
	Hi, does anyone know what the proper workflow is to bake Mixamo animation to the get access to the keyframed data. I want to edit the keyframes, but when I bake it to the RigPoseNode the transformations get messed up. The joints get lengthened or something. The red character on the attached video shows the proper transformation and the other one the result after baking. 
</p>

<p>
	Thanks,
</p>

<p>
	Mirta
</p>

<video controls class="ipsEmbeddedVideo" data-fileid="72411" data-controller="core.global.core.embeddedvideo">
	<source src="https://forums.odforce.net/uploads/monthly_2025_08/KineFX_faultybake.mp4.14cc3936538835f8be68c61fcad46799.mp4" type="video/mp4">
	<a class="ipsAttachLink" href="//forums.odforce.net/applications/core/interface/file/attachment.php?id=72411&amp;key=c843042e02eff10a329418ab5846873b">KineFX_faulty bake.mp4</a>
</video>]]></description><guid isPermaLink="false">61738</guid><pubDate>Fri, 01 Aug 2025 09:31:30 +0000</pubDate></item><item><title>How to align joints along a vector attribute</title><link>https://forums.odforce.net/topic/63053-how-to-align-joints-along-a-vector-attribute/</link><description><![CDATA[<p>
	Hi;
</p>

<p>
	I have a bunch of points that all have a vector attribute as in the ss below. I then turned these points into joints and want to align the generated joints' Y axis to their respective vector attributes. I used a rig attribute vop that runs on points and used a foreach transform vop node to loop over each joint. But the problem is that although I could bind the per point vector attribute into the loop, I just couldn't get the foreach transform to work on each point's respective vector attribute, it only works on the first point's vector attribute. This is so frustrating <span><img alt=":(" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_sad.png" srcset="https://forums.odforce.net/uploads/emoticons/sad@2x.png 2x" title=":(" width="20" /></span>
</p>

<p>
	<span>How on earth can a such a simple task be done in a rig attrib vop?</span>
</p>

<p>
	<span>Thankx in advance;</span>
</p>

<p>
	<span>AJ</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/Screenshot2025-08-24044538.png.6739d3f24b9418543ef3aeb1764f8853.png" data-fileid="72474" data-fileext="png" rel=""><img alt="Screenshot 2025-08-24 044538.png" class="ipsImage ipsImage_thumbnailed" data-fileid="72474" data-ratio="79.87" width="750" src="https://forums.odforce.net/uploads/monthly_2025_08/Screenshot2025-08-24044538.png.6739d3f24b9418543ef3aeb1764f8853.png" /></a>
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72475&amp;key=0912b0c0253bb7093d3591133fa4ad42" data-fileExt='hiplc' data-fileid='72475' data-filekey='0912b0c0253bb7093d3591133fa4ad42'>ALIGN_JOINTS_TO_VEC.hiplc</a></p>]]></description><guid isPermaLink="false">63053</guid><pubDate>Sun, 24 Aug 2025 01:46:29 +0000</pubDate></item><item><title>[Deleted] Flip Animation while keeping names</title><link>https://forums.odforce.net/topic/63342-deleted-flip-animation-while-keeping-names/</link><description><![CDATA[<p>
	[Deleted]
</p>
]]></description><guid isPermaLink="false">63342</guid><pubDate>Thu, 04 Sep 2025 01:31:39 +0000</pubDate></item><item><title>APEX Geo creation</title><link>https://forums.odforce.net/topic/61787-apex-geo-creation/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	I am trying to create a APEX graph, which loads animated lines, applies a sweep, and displaces the columns of each blade (marked in red).
</p>

<p>
	 
</p>

<p>
	Inside APEX:
</p>

<p>
	It is possible to output the column attribute inside the sop::sweep node. After the sweep node, I loop over every point. Inside the loop, I multiply the column Attribute
</p>

<p>
	with the transform I would like to apply. (In this case the transformation vector should get multiplied by values of 0,1 and 2 for each column)
</p>

<p>
	 
</p>

<p>
	However, the geometry will be transformed as a whole. I know it is a logic/skill issue on my side, but how can I define points or groups and locally transform individual points (or other operations) in APEX?
</p>

<p>
	 
</p>

<p>
	I am fairly new to APEX.
</p>

<p>
	 
</p>

<p>
	Thank you very much!
</p>

<p>
	Cheers
</p>

<p>
	Jules
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2025_08/image.jpeg.1fa564f9f2576a8e696449efd1cbbe85.jpeg" data-fileid="72428" data-fileext="jpeg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="72428" data-ratio="66.10" width="1000" alt="image.thumb.jpeg.6566ac89bf2a4fe2aba065b4c0ded2d3.jpeg" src="https://forums.odforce.net/uploads/monthly_2025_08/image.thumb.jpeg.6566ac89bf2a4fe2aba065b4c0ded2d3.jpeg" /></a>
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72427&amp;key=a128b8c0909bb296fa7bbbff60085e2e" data-fileExt='hiplc' data-fileid='72427' data-filekey='a128b8c0909bb296fa7bbbff60085e2e'>APEX_Groups.hiplc</a></p>]]></description><guid isPermaLink="false">61787</guid><pubDate>Tue, 05 Aug 2025 14:06:18 +0000</pubDate></item><item><title>line animation</title><link>https://forums.odforce.net/topic/59943-line-animation/</link><description><![CDATA[<p>
	Hello guys,<br />
	I tried to create an animation with a curve based on this draw, point moves sequentially toward the next one,  like a folding curtain that retracts point by point. Each point can only move once the previous one has reached its position, and they must never overlap... here is my file.. if you can take a look or if you have any idea for something better<br />
	Image: point 1 goes to point 2, then point 1 and 2 go toward point 3....etc...Thanks for helping.<br />
	<img alt="Image" data-ratio="75.08" width="999" src="https://media.discordapp.net/attachments/231862715721711616/1378066389604241600/AAHar4fK2ijKgUNM8M4Rt2feeIXm-9EA701Wy_OMi8zLWiaupngZqjWMx-tzKk1-2Hh1dd24_tjJbrDo1TRJ0oUl_KAXpf9W8bp2wGpShN46W_5Dt8bLQJkVwwd65Z6EH6T3aOleFHbc6I4UII7PCxZoZG0m816Dj-4lrlAlGX3WFoCXUTKgH0zPBiZvHwURs0SLi0o_1wxqktUxrRYx5AVxJ_jrEFt6qhWj_gk-eKIedTgNwxcANvMY74akzKn7mpeOmjS6spDlhPSJqUT-V5vIsNDKggjuUFC4rQd.png?ex=683b3fd6&amp;is=6839ee56&amp;hm=8f7ae709095ec6c087dd1c20aed3c30b820478bb241932e7370fd5fd6bbf831b&amp;=&amp;format=webp&amp;quality=lossless&amp;width=1376&amp;height=776" />
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=72217&amp;key=b4f49ae09102e86e48bc059f608ffebf" data-fileExt='hiplc' data-fileid='72217' data-filekey='b4f49ae09102e86e48bc059f608ffebf'>test_anim.hiplc</a></p>]]></description><guid isPermaLink="false">59943</guid><pubDate>Fri, 30 May 2025 18:33:57 +0000</pubDate></item><item><title>Prevent displacement from stretching</title><link>https://forums.odforce.net/topic/46855-prevent-displacement-from-stretching/</link><description><![CDATA[<p>
	Can you prevent displacement in Houdini from stretching? I've thought of creating a scales material, either directly in Houdini or in Substance Designer and export it in Houdini. I want to generate scales procedurally on reptiles like dinosaurs. I also only want the skin between the scales to stretch when dinosaurs move, not the scales themselves. Tiny scales like the ones on this dinosaur. <a href="https://cdna.artstation.com/p/assets/images/images/010/901/196/large/jacob-baardse-pararender.jpg?1526848727" rel="external nofollow">https://cdna.artstation.com/p/assets/images/images/010/901/196/large/jacob-baardse-pararender.jpg?1526848727</a>
</p>
]]></description><guid isPermaLink="false">46855</guid><pubDate>Thu, 27 Aug 2020 02:16:45 +0000</pubDate></item><item><title>How can I make a rig that can collsion?</title><link>https://forums.odforce.net/topic/58983-how-can-i-make-a-rig-that-can-collsion/</link><description><![CDATA[<p>
	I have a rigged tree with an animation where it sways in the wind.
</p>

<p>
	I want to create a scene where a ball flies in and collides with the tree, causing it to shake violently.<br />
	However, I need to ensure proper collision handling so that the ball doesn’t pass through the tree, and the leaves and branches do not clip through the ball.
</p>

<p>
	How can I achieve this?
</p>
]]></description><guid isPermaLink="false">58983</guid><pubDate>Mon, 24 Mar 2025 01:05:57 +0000</pubDate></item><item><title>Create walkcycle from motioncapture to crowd</title><link>https://forums.odforce.net/topic/59268-create-walkcycle-from-motioncapture-to-crowd/</link><description><![CDATA[<p>
	Hi everyone! I'm trying to figure out how to create a seamless loop from an existing FBX run animation, so that I can pass it as a motion clip to an agent. I tried using the MotionClip Cycle node, but at the blend section between the first and last frame, the character's position jumps back. Ideally, the locomotion would keep moving the character forward instead of snapping back every time. Is there a simple way to achieve this? I only need a very small blend, but if I don’t use any blending at all, there’s a noticeable pop in the animation.
</p>
]]></description><guid isPermaLink="false">59268</guid><pubDate>Tue, 08 Apr 2025 14:20:05 +0000</pubDate></item><item><title>Apex/KineFX extracting control skeleton and feeding back in</title><link>https://forums.odforce.net/topic/58627-apexkinefx-extracting-control-skeleton-and-feeding-back-in/</link><description><![CDATA[<p>
	Hi!
</p>

<p>
	I've just started to learn apex/kinefx, but ran into some obstacles. The goal: though apex ragdoll is quite promising, I need some more control for my ragdoll animation, so I've extracted the ragdoll controls from electra and made a separate ragdoll setup with ragdoll solver. After that I would like to feed it back into the apex context without retargeting as its the same skeleton that I've extracted. Somehow I managed to work it with retargeting, but then I messed it up, and I'm not even sure if it was the proper way. Now it doesn't work at all and I'm totally clueless what am I missing or what Im doing wrong at this point. Thanks for any help!<br />
	<br />
	Greetz,
</p>

<p>
	Krisz
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71861&amp;key=a010ebc2ec471f150e49b5c80281a9d0" data-fileExt='hiplc' data-fileid='71861' data-filekey='a010ebc2ec471f150e49b5c80281a9d0'>retarget_recovered_recovered.hiplc</a></p>]]></description><guid isPermaLink="false">58627</guid><pubDate>Mon, 03 Mar 2025 18:39:38 +0000</pubDate></item><item><title>Vellum Cloth Popping</title><link>https://forums.odforce.net/topic/55485-vellum-cloth-popping/</link><description><![CDATA[<p>
	Hi all! I'm having this weird popping issue that is clearly visible especially on a chest part. Has anyone experienced that at some point?
</p>

<p>
	I have literally tried everything and by everything I mean every single option that is available in vellum solver and vellum cloth conf.
</p>

<ul>
	<li>
		Substeps and constraint iterations don't help at all.
	</li>
	<li>
		Collision passes, don't help at all.
	</li>
	<li>
		There is no forces except gravity. Changing friction doesn't help.
	</li>
	<li>
		Tweaking mass and thickness don't help.
	</li>
	<li>
		Tweaking bend and stretch stiffness/damping/rest length don't help!
	</li>
	<li>
		Changing cloth scale doesn't help.
	</li>
	<li>
		Remeshing doesn't help.
	</li>
	<li>
		Changing objects scale up to 100 doesn't help.
	</li>
	<li>
		Cloth itself is a one sided piece of geo without intersections.
	</li>
	<li>
		There is a gap between cloth and collision source, so there is enough room for vellum.
	</li>
</ul>

<p>
	I'm running out of options here.
</p>

<p>
	Has anyone experienced that? Could it be a bug?
</p>

<p>
	</p><video class="ipsEmbeddedVideo" controls="" data-controller="core.global.core.embeddedvideo">
		<source type="video/mp4" src="https://forums.odforce.net/uploads/monthly_2024_09/houdinifx_YR6S0pOF7w.mp4.79f570468efb287ab517e6c91170f949.mp4"> <a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71175&amp;key=4e0e2930010c0807102a9d11edf64628" data-fileid="71175" data-fileext="mp4" rel="">houdinifx_YR6S0pOF7w.mp4</a>
	</source></video>

]]></description><guid isPermaLink="false">55485</guid><pubDate>Mon, 02 Sep 2024 10:32:13 +0000</pubDate></item><item><title>Need help to rig a spring around a piston</title><link>https://forums.odforce.net/topic/53263-need-help-to-rig-a-spring-around-a-piston/</link><description><![CDATA[<p>
	Hi, I'm recently starting to learn rig on houdini, everything's going good until I tried to rig a spring around a piston, I don't know what I should parent it to, or what constraint to use for it to follow the movement of the piston, and still being able to make it look at to an extremity. Can someone help me clarify what should I do ? The final goal is to make the spring extend as the piston does.
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2024_03/image_2024-03-17_010733504.png.a85809d26dcda5b3fa67e4df29237df7.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="70359" src="https://forums.odforce.net/uploads/monthly_2024_03/image_2024-03-17_010733504.thumb.png.8f9b8c312423bb94f967448a4945b506.png" data-ratio="74.5" width="1000" class="ipsImage ipsImage_thumbnailed" alt="image_2024-03-17_010733504.png"></a></p>]]></description><guid isPermaLink="false">53263</guid><pubDate>Sun, 17 Mar 2024 00:10:30 +0000</pubDate></item><item><title>How to combine 2 differing bone captures with a mask?</title><link>https://forums.odforce.net/topic/56708-how-to-combine-2-differing-bone-captures-with-a-mask/</link><description><![CDATA[<p>
	Same skeleton, same skin. I've got boneCaptureA coming from an attribute transfer and boneCaptureB coming from a biharmonic capture. How would one combine the 2 into a single bone capture using a painted mask to define where to use which?
</p>

<p>
	 
</p>

<p>
	Someone suggested the capture override sop might do what i'm after but i can't find any real information on how to use it.
</p>

<p>
	 
</p>

<p>
	Attribute combine definitely doesn't work and using a capture attrib unpack and lerping the boneCapture_data values in a wrangle doesn't seem to work either because the amount of bones influencing each point seems to change from capture to capture.
</p>

<p>
	 
</p>

<p>
	Anyone got any ideas on how i can pull this off?
</p>
]]></description><guid isPermaLink="false">56708</guid><pubDate>Mon, 18 Nov 2024 15:17:23 +0000</pubDate></item><item><title>APEX custom foot with "collison" on ground</title><link>https://forums.odforce.net/topic/56587-apex-custom-foot-with-collison-on-ground/</link><description><![CDATA[<p>
	Hi everyone!
</p>

<p>
	I've been following Max Rose and sideFX tutorials for APEX and loving it so far.<br />
	I understand it's Beta and I may not find an answer yet, but does anyone know how I could setup something like on the image attached, where the toes of my character could collide with a ground or some custom shape and adapt to it...<br />
	I'm really novice with APEX, and I don't even understand yet if it would be an APEX setup or something done down the road after the APEX setup...<br />
	So far I think the toes should have an IK setup, and I was thinking I should feed some surface VDB to those toe's IK controllers to stay "out" of that VDB, with some volumesample/gradient operations, but perhaps anyone have had a similar thing to tackle (or have the sufficient knowledge!) and could point me in some direction!
</p>

<p>
	Thanks to whoever reply or read this!<br />
	François.
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2024_11/foot_collision.png.2a03275f403eb635573cee2e426e66cc.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="71394" src="https://forums.odforce.net/uploads/monthly_2024_11/foot_collision.thumb.png.a414149e81fb86b79e2ff62dbb9b3ee2.png" data-ratio="107.76" width="696" class="ipsImage ipsImage_thumbnailed" alt="foot_collision.png"></a></p>]]></description><guid isPermaLink="false">56587</guid><pubDate>Tue, 12 Nov 2024 19:59:43 +0000</pubDate></item><item><title>How to set up Mixamo cycle animation to be agent for crowd and ragdoll sim?</title><link>https://forums.odforce.net/topic/56469-how-to-set-up-mixamo-cycle-animation-to-be-agent-for-crowd-and-ragdoll-sim/</link><description><![CDATA[<p>
	Hi, I am trying to use MIXAMO's FBXs for crowd&amp;ragdoll sim. Ideally I want to straightly use that FBX's charactor's mesh, skeleton, and animation,  However, MIXAMO's skeleton cannot be used for ragdoll sim because joints' structure won't be adapted, and need to modify espeially hip joints'area, and constraints , too,
</p>

<p>
	Next idea is to use Houdini's agent's skeleton and transfer/remap MIXAMO's mesh and cycle animation. This is because the agent's skeleton is promising to be used for the both of crowd and ragdoll systems. I bebelive we just need to use Kinefx properly in order to set a FBX charactor&amp;animation as an agent. However, the both methods have not worked yet correctly.
</p>

<p>
	I appriciate if you could demonstrate how to set up MIXAMO's FBXs to be sim ready for crowd and ragdoll sims. 
</p>

<p>
	Thank you so much for your assitance!
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2024_11/image.png.2c53d06dd761d2add71dbb0370a48e5b.png" data-fileid="71372" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="71372" data-ratio="62.90" width="1000" alt="image.thumb.png.3df6931b4490805b8280a40319f85c8d.png" src="https://forums.odforce.net/uploads/monthly_2024_11/image.thumb.png.3df6931b4490805b8280a40319f85c8d.png" /></a>
</p>
<p>
<a class="ipsAttachLink" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=71373&amp;key=7eba62adb5c4a8816a340822c6669667" data-fileExt='zip' data-fileid='71373' data-filekey='7eba62adb5c4a8816a340822c6669667'>fbx_to_agent.zip</a></p>]]></description><guid isPermaLink="false">56469</guid><pubDate>Sun, 03 Nov 2024 02:37:55 +0000</pubDate></item><item><title>Help, Apex not fully working</title><link>https://forums.odforce.net/topic/55702-help-apex-not-fully-working/</link><description><![CDATA[<p>
	Hello, I have been doing basic tutorials on Apex in order to start learning how to use these awesome tools for animation. I am very stuck on one thing that has stopped me from moving forward on this and I was hoping someone more knowledgeable could lend me a hand here. I have been following the most basic example as has been given in the Apex masterclass on setting up a tube with proximity capture etc. Everything seems to be as it should be however I can't get any translate or scale controls to work when I am in pose mode with the autorig component or even the animate node. They are all grey'ed out when I press the G key and all I have available to me is rotation. I have been trying to solve this for hours but have not made any in roads on this and this posting is my last hope. When I tried the stock nodes like add prop the controls worked fine but when I dive into that one its final node is a python node, so it's clearly no using the rig components node.
</p>

<p>
	Anyway, if anybody can help me here I would be grateful, thanks!
</p>

<p>
	Best, Christian 
</p>
]]></description><guid isPermaLink="false">55702</guid><pubDate>Fri, 20 Sep 2024 03:12:01 +0000</pubDate></item></channel></rss>
