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

  • Easy Retarget
  • Support MoveAi(MoveOne),Miximo, Metahuman
  • 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
  • Physic to improve Animation
  • Blending between two animation
  • 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

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

  • 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
  • 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

select you joint in Group Section and chose Extract Transform

  • Cutoff Frequency: amount of Smoothness

you need animated skeleton (none animated skeleton need Configure Joints nodes) to analyze bone rotation and Geo on the second input for calculate the collision shape and the third input can be RBD Configure Node

  • Effect: how much physic effect the animation
  • Joints: select the joints you want to have ragdoll and auto limit config will calculate the bone limitation and if you uncheck that you can use Configure Joints Node before the first input
  • Time Scale & Substeps: its will control solver Behavior
  • Collision Type: you can set this option base on collision input you have
  • Ground & Gravity: you can enable the ground plan and offset that and you can control the gravity force
  • Constraint : you can select you joint to create constraint with collision object and you can select the target point for attaching the constraints to collision geo and you can control max Distance to create the constraint and the stiffness

you need identical animated skeleton to blent the animation (you can retarget them if they not identical) and Target Frame Start will offset target animation and make sure to Rest Simulation after any changes

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 & Metahuman

Support Miximo -> Metahuman

  • Use Built-in: it will create FBX Character Import for Pre Stored Metahuman 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

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 or your Skin
  • Max iteration & Min Triangle scale: controlling the binding mesh quality
  • Shrink & Enlarge: some time over geo not close to our skeleton and will not going to bone shrink and enlarge will make it close to the bones

you can enable this options for more compression and debugging

Simply copy the file into C:Usersyour_user Documentshoudini20.5otls

or Double-click on it