| name | houdini-kinefx |
| description | Pipeline skill — typed KineFX character animation tools. Create and configure rig skeletons, set rig poses, capture joint skinning weights, and apply motion capture data via SOP-level KineFX nodes. |
| license | MIT |
| compatibility | dcc-mcp-houdini 0.1+, Houdini 20.5+, dcc-mcp-core 0.19.45+ |
| allowed-tools | Bash Read Write Edit |
| metadata | {"dcc-mcp":{"dcc":"houdini","layer":"domain","stage":"pipeline","version":"1.0.0","tags":["houdini","kinefx","rig","skeleton","capture","mocap","character","animation","pipeline"],"search-hint":"kinefx rig skeleton pose joint capture mocap character skinning bone deform","tools":"tools.yaml"}} |
houdini-kinefx
Typed KineFX character animation tools for agents. All tools are affinity: main.
KineFX operates at the SOP level — skeletons are geometry with joint point
attributes, rigs are SOP networks, and mocap data is applied via SOP nodes.
Tool groups
rig: create_rig — build a KineFX skeleton rig with a joint chain
and optional rig pose/attachments.
pose: set_rig_pose — set the transform of a specific joint or the
entire rig pose.
capture: capture_joints — capture skinning weights from joints to
a target mesh using proximity or bone-capture SOP nodes.
mocap: apply_mocap — apply motion capture data (FBX, BVH, or
KineFX clip) onto a rig skeleton.
Tracer-bullet flow
create_rig(geo_path="/obj/geo1/rig1", joint_chain=[...]) → creates a
KineFX skeleton inside a Geometry SOP network.
set_rig_pose(rig_node="/obj/geo1/rig1", joint_index=2, translate=[0,1,0])
capture_joints(geo_path="/obj/geo1", mesh_name="body", rig_name="rig1")
apply_mocap(geo_path="/obj/geo1", rig_name="rig1", mocap_file="/path/to/walk.fbx")