Working with KineFX skeletons Bone Capture Lines Bone Capture Biharmonic Bone Deform In KineFX, everything is a SOP point. The world transform of a point is defined by a position and a 3×3 transform matrix (translation, rotation, scale). A point becomes a joint when it has a transform attribute and a name attribute. A KineFX hierarchy or skeleton is represented as a collection of points connected by polygon lines. The parent-child relationship between the joints in a hierarchy is determined by vertex order. When traversing the hierarchy, however, point ordering is not considered. You can create skeletons from scratch, bring them in from the object-level, or import them from other DCC packages. #characteranimation #characterrigging #houdini #kinefx











