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MocaX

this is a digital asset crafted in a simple yet clever way for sidefx Houdini
MocaX is a Houdini asset that Take Your Animation to the Next Level in Easy yet clever way
Feature:
- Easy Retarget
- Support MoveAi(MoveOne),Miximo, Metahumen
- Smart Workflow
- Cleanup for Mocap Data
- Bindings Object to Joint
- Auto Align for Snapping Object to Joint
- Auto Skeleton Detectors
- Bind Mesh in one Click
- Internal Metahumen Skeleton
- Layering Workflows
- Easy Hand Manipulation

Inputs:
- Input 1: it’s will take Source Skelton
- Input 2: it’s will take Target Skelton for Retarget
- Input 3: it’s will take Mesh For Binding

Skeleton Mode:
it’s will detects source skeleton for optimizing the UI and if it’s fail you can adjust it manually

Foot Stabilization:
- Joint Group: Joint for Apply
- Max Position Change: the Amount of Stabilization
- Max Angle Change: the maximum rotations
- Distance To Geometry: Minimums distance from the ground to apply the snap
- Ground Center (Y): Ground Position in Y-Axis

Hands:
- Preset: it’s will apply poses to the hand
- Mode: multiply will add the changes to the existing Animation and override will replace the animations
Tip: if you want to animates the hand use the fingers instead of preset slider

Smoothness:
select you joint in Group Section and chose Extract Transform
- Cutoff Frequency: amount of Smoothness

Retarget:
connect your animated skeleton in first input with the rest pose (using rig stash pose if you are using miximo , move one will work out of the box) and connect the none animated skeleton in the secound input
Support MoveOne -> Miximo & Metahumen
Support Miximo -> Metahumen
- Use Built-in: it will create FBX Character Import for Pre Stored Metahumen Skeleton
- Iterations & Damping: Will control the quality of the Solver
- Configuration: will add Custom weight to selected Join
Tip: if you use Maximo as source and you want retarget that use rig stash pose node to store the rest point (T-Pose) an Smart Button will do that if you bring your animation by fbx character import (third output) or fbx animation import

Bind:
it’s will bind or attach third input mesh to either one Joint or the hole skeleton using Mode
- Skeleton: which skeleton to bind
- Joint : Select one joint and you can use Auto Align for speedup the process of placing the object in correct position
- Reference Frame: which frame is the object align with your joint
- Max iteration & Min Triangle scale: controlling the binding mesh quality

Start : First, import your animation using fbx character import and begin to clean up using Foot Stabilization and Smoothness or Hand or manual rig pose and set outputs to Source then use another mocax to retarget or binding
Tip : if you are targeting metahumen first use mocax to retarget the skeleton then export that using rop fbx animation output do all Unreal Engine Stuff and then in Sequencer export Metahumen Bluprint as FBX and import that in houdini and use tis fully skeleton to bind objects
Installation:
Simply copy the file into C:Usersyour_user Documentshoudini20.5otls
or Double-click on it
here are some tutorials related to this Asset:
Build Info
Latest Version: v0.3
Houdini Version:20.5
Date: 2024-12-20
Improvements
-Initial Release