Motion Clips

Setting up character animation with motion clips and blending

Overview

This workflow demonstrates how to set up a character animation system using motion clips in Houdini, including T-pose setup, animation sequence configuration, and prop attachment. The setup allows for clean transitions between poses and provides a foundation for adding props, hair, and clothing.

Step-by-Step Process

Motion clip sequence setup
Motion clip sequence setup

Motion Clip Sequence setup showing T-pose transition into animation

Initial Setup

1. Character Import and T-Pose

  • Import your character model (FBX, Alembic, etc.)
  • Create a Motion Clip node for the T-pose
  • Set this as your rest pose for the initial frame
  • This T-pose will serve as the foundation for attaching props and accessories

Motion Clip Configuration

2. Setting Up Motion Clips

  • First motion clip: T-pose (rest pose)
  • Second motion clip: Your character animation
  • Set motion clip cycle frame range to 0-20 (or your desired range)
  • In Motion Clip Sequence node, set Blend Frames to 20 for smooth transition

This setup ensures your character starts in T-pose and smoothly transitions into the animation. The blend frames parameter (set to 20) creates a gradual transition between the T-pose and the start of your animation sequence.

Animation Processing

3. Motion Extraction and Evaluation

  • Use Extract Location node to separate positional data
  • Motion Clip Evaluate node processes the animation sequence
  • Configure time offset and blending parameters as needed
  • Use these nodes to control and modify the character's motion

Tips and Best Practices

  • Always start with a clean T-pose for consistent setup
  • Use sufficient blend frames for smooth transitions
  • Create clear naming conventions for motion clips
  • Test prop attachments through full animation range
  • Consider using null objects as attachment points for complex props

Related Pages

See also: Vellum Cloth Constraint Point Deform - Learn how to add cloth simulation to your character setup using point deform constraints.