Your cart is currently empty!
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, 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
- Easy Cloth by Vellum
- Easy Muscle system

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

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

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

Physics:
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

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

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 & 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

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 or your Skin
- Tweaks: 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

Cloth:
You can apply an easy cloth to your geometry, and if you have deforming geometry by skeleton, you can use speak to animation group to have a static follow-up geometry
Tip: you can dive in and apply custom force to your cloth vellum

Muscel & Tissue:
it’s will create muscle and tissue set up for you in easy way
- Bone: which skeleton to bind
- Muscle : you can specify the muscle property and dig jiggle in the flex with perimeter or tension line
- Tissue: you can enable tissue pass if you need it and have extra simulation
- Skin: skin test will give you extra detail to your simulation
- Output: you can transfer all the simulation to your original geometry

Retime:
Was this you can time your animation and achieve slow motion for example

Visualization:
you can enable this options for more compression and debugging

Start : First, import your anima ion 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 metahuman 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 Metahuman Blueprint 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: 2025-07-11
Improvements
-General Improvement
-Cloth Velume Added
-Muscle and Tissue Added
-Mask Added to Transtion
-Retime Added
-Catch sim added