Adds full-body and end-effector pose constraints — author them by posing a skeleton in Houdini instead of hand-writing JSON (#11, #12). Extends the constraints support from v0.3.0.
Added
- Pose-driven constraints — press Create Pose Rig on the
kimodo_motionnode: it drops an independent A-pose rig (akimodo_pose_rigsource + a KineFX Rig Pose) into the network and wires it to the node's input 1. Pose / keyframe it, set Pose Keyframes (e.g.0 45 89), and choose Pose Constraint = Full-Body or End-Effector (toggle which Hand/Foot to pin). At each keyframe the node converts the posed joints to a Kimodo constraint. - The rig is a standalone source node, so the graph never loops the generator's output back into its own input.
How it works
- The HDA inverts its own forward transform to recover Kimodo's global rotations from the posed skeleton (positions are already global), and sends
fullbody-global/ee-globalconstraint dicts. - The server builds
FullBodyConstraintSet/EndEffectorConstraintSetvia the constructor (the path Kimodo's demo uses) and slices the 77-joint payload down to the model's 30-joint skeleton (SOMASkeleton30) viaget_skel_slice.
Notes
- Empty pose keyframes / no input 1 reproduce the previous behaviour exactly.
- Docs (help card, README, setup, HDA README — EN + zh-TW) updated.
Full Changelog: v0.3.0...v0.4.0