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Mocap Acclaim object node

Import Acclaim motion capture.

This asset imports multiple motion capture files and generates an animated rig driven by CHOPs using inverse or forward kinematics.

It generates the rig inside its own subnet.

You can get Acclaim motion files from: CMU Graphics Lab Motion Capture Database

Parameters

Controls

Skeleton File .asf

The Acclaim Skeleton file to load.

Framerate

Motion files usually have an higher framerate than the render framerate. Set the rate to match the motion data.

Mocap Clip

A dynamic menu listing all the CHOP nodes inside the nested mocap CHOPnet. Selecting an entry toggles the Export flag on the associated CHOP node and modifies the global animation range to fit the animation. You can disable CHOP export by selecting None.

Reload

Clears the content of the subnet and reloads the mocap rig and animation from files.

Clear

Clears the content of the subnet.

Reload when Loading Scene

Forces reloading of the mocap rig and animation when opening the scene.

Automatically Load Motion Files from Skeleton Folder

Automatically search for .amc files in the folder of the .asf file when reloading. It will also look for an index.txt file to rename the clips based on the amc filenames. If you have 126_01.amc and 126_02.amc, the files should have the following format:

126_01<tab>This is the description for Animation 01
126_02<tab>This is the description for Animation 02

FK/IK Mode

The rig can be generated using FK or IK.

Dual bone chains with twist affectors

IK Bone chains with 2 bones can be generated with a twist affector.

Define IK Chains (More than 2 bones)

Enables the manual definition of IK bone chains with more than 2 bones. This reduces the number of IK affectors on the chains with more than 2 bones.

IK Chains List

A multi line string where each line represent an IK bone chain. Use the chain root name and the chain end affector name separated by a space.

<IK Chain Root Joint> <IK Chain End Affector>

Bone Length

The rig’s bone lengths can be driven using CHOP if the mocap included translation data.

Don’t Overrride Channels

Don’t animate/override bone lengths.

Always Overrride Channels

Always animate/override bone lengths, even if the bone lengths don’t change.

Automatically Override Channels

Detect if bone lengths are animated and override bone lengths.

Output Folder

Specify a writable folder where animation and temporary files are generated.

Keep Temporary Files (.cmd, .txt)

Keep temporary files generated by the mcacclaim utility and by this script.

Load Motion Files from Skeleton Folder

Manually reload the .amc files from the skeleton folder. It populates the motions files entries.

Number of Motion Files

List of pairs of motion file path and motion name to create. You can generate multiple motions during a single import.

motion1

Path to a .amc motion file.

name1

Node name to use for the corresponding CHOP file node.

Convert Log

Command line output of mcacclaim utility. It can output errors or warnings.

Transform

Transform

Transform Order

The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block.

The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character.

Translate

Translation along XYZ axes.

Rotate

Degrees rotation about XYZ axes.

Scale

Non-uniform scaling about XYZ axes.

Pivot

Local origin of the object. See also setting the pivot point .

Uniform Scale

Scale the object uniformly along all three axes.

Modify Pre-Transform

This menu contains options for manipulating the pre-transform values. The pre-transform is an internal transform that is applied prior to the regular transform parameters. This allows you to change the frame of reference for the translate, rotate, scale parameter values below without changing the overall transform.

Clean Transform

This reverts the translate, rotate, scale parameters to their default values while maintaining the same overall transform.

Clean Translates

This sets the translate parameter to (0, 0, 0) while maintaining the same overall transform.

Clean Rotates

This sets the rotate parameter to (0, 0, 0) while maintaining the same overall transform.

Clean Scales

This sets the scale parameter to (1, 1, 1) while maintaining the same overall transform.

Extract Pre-transform

This removes the pre-transform by setting the translate, rotate, and scale parameters in order to maintain the same overall transform. Note that if there were shears in the pre-transform, it can not be completely removed.

Reset Pre-transform

This completely removes the pre-transform without changing any parameters. This will change the overall transform of the object if there are any non-default values in the translate, rotate, and scale parameters.

Keep Position When Parenting

When the object is re-parented, maintain its current world position by changing the object’s transform parameters.

Child Compensation

When the object is being transformed, maintain the current world transforms of its children by changing their transform parameters.

Enable Constraints

Enable Constraints Network on the object.

Constraints

Path to a CHOP Constraints Network. See also creating constraints.

Tip

You can you use the Constraints drop down button to activate one of the Constraints Shelf Tool. If you do so, the first pick session is filled automatically by nodes selected in the parameter panel.

Note

Lookat and Follow Path parameters on object nodes are deprecated in favor of Look At and Follow Path constraints. The parameters are only hidden for now and you can set their visibitily if you do edit the node’s parameter interface.

Misc

Set Wireframe Color

Use the specified wireframe color

Wireframe Color

The display color of the object

Viewport Selecting Enabled

Object is capable of being picked in the viewport.

Select Script

Script to run when the object is picked in the viewport. See select scripts .

Cache Object Transform

Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects.

See the OBJ Caching section of the Houdini Preferences window for how to control the size of the object transform cache.

See also

Object nodes

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    Computes its transform by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.

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    The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy …

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  • Guide Groom

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  • Guide Simulate

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    A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.

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  • Mocap Acclaim

    Import Acclaim motion capture.

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  • Mocap Biped 2

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  • Mocap Biped 3

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  • Python Script

    The Python Script object is a container for the geometry operators (SOPs) that define a modeled object.

  • Ragdoll Run Example

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    A simple and efficient animation rig with full controls.

  • Simple Female

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  • Simple Male

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  • Stereo Camera Template

    Serves as a basis for constructing a more functional stereo camera rig as a digital asset.

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    Creates a sticky object based on the UV’s of a surface, usually for parenting.

  • Subnet

    Container for objects.

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    Acts as a camera but switches between the views from other cameras.

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