As the character animation does not need to be too cumbersome, so the use of Houdini’s binding plug-in KineFX binding, which is similar to Maximo, you can select the joints for binding, so in the previous model making session does not obscure the character’s joints is very important. Note that the weights need to be adjusted. After the binding is complete, use GraphEditor to adjust the animation rate and the magnitude of the movement.
