
TumbleRig is a Houdini Rigging package built on APEX and KineFX.
Joints, controls, constraints, spline rigs, blend shapes, skinning.
And still play back at 40–50 fps, because every deformer is written in CUDA.
All of it APEX script you can open, read and rebuild.
Deformers that run in real time
Every deformer is written in CUDA, sharing one memory pointer.
- Elastic delta mesh Deformer
- Wrap Deformer
- Wrinkle Deformer
- Shrink wrap Deformer
Stack them up and a full character still plays back at 40–50 fps in the viewport.




Custom FK/IK
FK chains, IK, bone deform and lattice, each its own node, each doing one thing.
Stack them, reorder them, swap one out. The rig is assembled, not generated.

Rig Duplication
Collapse an arm into a subnet and duplicate it in the APEX graph.
Now you have two. Mirror it, reuse it, merge two rigs into one.
Nothing baked, all live in the graph.


Custom Spline
Build a Custom Spline from selected joints, or from an edge loop!


Skinning without painting a weight
Skinning is procedural, the way everything else in Houdini is.
Extract an edge loop, capture, and tune the setup.

Rig-Driven Blend Shapes
The input to the blend shape isn't a sculpt. It's another rig.
Two complete control sets and two skinnings live in the same character,
and a single slider moves between them.
Nothing is baked. Both rigs stay live in the graph, so fixing one fixes it everywhere it appears.

Rig once, apply to all
TumbleRig is SOPs underneath, so rigging a cast is a for-each loop.
One setup, every character, built in a single cook.
Change something in the rig and it changes across all of them,
there's no version of the setup that only one character has.

Controllers Maker
Pick a joint, make a control. That's it.
Change shape, size, colour, direction, on one control or on all of them.
Without rebuilding anything.

Constraints a Maya rigger already knows
Every Maya constraint, matched by name, settings and behaviour.
Come over from Maya and start rigging, no friction the moment you step off the beaten path.

Everything written in APEX script
The whole toolkit is APEX script.
Not compiled nodes, not a wrapper around something you can't see.
Open any HDA, read how it's built, change it.
Every rig TumbleRig makes is a graph you can inspect down to the last node.Meet Noodle Boi
TumbleRig ships with a character.
Rigged, deforming, and yours to take apart.
TumbleRig is interchangeable all the way down, so keep building on him:
add to the rig, swap parts out, take it further than we did.

| Node | Category | Kind | Available for |
|---|---|---|---|
APEX Attribute Copy | Sop | HDA | |
Apex Tags | Sop | HDA | |
ARAP Deform | Sop | DSO | |
Attach Joint Geo | Sop | DSO | |
CUDA Attrib Transfer | Sop | DSO | |
CUDA Attribute Copy | Sop | DSO | |
CUDA Attribute Math | Sop | DSO | |
CUDA Bone Capture | Sop | DSO | |
CUDA Bone Deform | Sop | DSO | |
CUDA Boolean | Sop | DSO | |
CUDA Delta Mush | Sop | DSO | |
CUDA Geo Merge | Sop | DSO | |
CUDA Joint Capture | Sop | HDA | |
CUDA Lattice | Sop | DSO | |
CUDA Noise | Sop | DSO | |
CUDA Normals | Sop | DSO | |
CUDA Register Positions | Sop | DSO | |
CUDA Rivet | Sop | DSO | |
CUDA Shrinkwrap | Sop | DSO | |
CUDA Sphere Inversion | Sop | DSO | |
CUDA Subdivide | Sop | DSO | |
CUDA Wrap | Sop | DSO | |
Cuda Wrinkles | Sop | DSO | |
Edge to Skeleton | Sop | HDA | |
Edges to Curves | Sop | DSO | |
Elastic Delta Mush | Sop | DSO | |
TH Add Fit Joint | Sop | HDA | |
TH Apex Attrib Math | Sop | HDA | |
TH Apex Blendshapes | Sop | HDA | |
TH Apex Blendshapes | Sop | HDA | |
TH Apex Blendshapes | Sop | HDA | |
TH Apex Blendshapes | Sop | HDA | |
TH Apex Bonedeform | Sop | HDA | |
TH Apex Boolean | Sop | HDA | |
TH Apex Boxit | Sop | HDA | |
TH Apex Constraints | Sop | HDA | |
TH Apex Constraints | Sop | HDA | |
TH Apex Ctrls | Sop | HDA | |
TH Apex Deltamush | Sop | HDA | |
TH Apex Duplicate | Sop | HDA | |
TH Apex Elastic Deltamush | Sop | HDA | |
TH Apex Eye Rig | Sop | HDA | |
TH Apex Eye Rig | Sop | HDA | |
TH Apex IK Chains | Sop | HDA | |
TH Apex IK Chains | Sop | HDA | |
TH Apex Inverse Foot | Sop | HDA | |
TH Apex Joints | Sop | HDA | |
TH Apex Joints | Sop | HDA | |
TH Apex Lattice | Sop | HDA | |
TH Apex Lattice | Sop | HDA | |
th apex merge graph | Sop | HDA | |
th apex merge skel | Sop | HDA | |
TH Apex Motion Effects | Sop | HDA | |
TH Apex Normals | Sop | HDA | |
th Apex Optimize Rig | Sop | HDA | |
TH Apex Parent | Sop | HDA | |
TH Apex Proxy | Sop | HDA | |
TH Apex Rig Defaults | Sop | HDA | |
TH Apex Rig Example Noodle | Sop | HDA | |
TH Apex Rivet | Sop | HDA | |
TH Apex Set Driven Keys | Sop | HDA | |
TH Apex Shrinkwrap | Sop | HDA | |
TH Apex Shrinkwrap | Sop | HDA | |
TH Apex Skeleton Output | Sop | HDA | |
TH Apex Skinning | Sop | HDA | |
TH Apex Sliders | Sop | HDA | |
TH Apex Solidify | Sop | HDA | |
TH Apex Space Switcher | Sop | HDA | |
TH Apex Spline | Sop | HDA | |
TH Apex Spline | Sop | HDA | |
TH Apex Spline | Sop | HDA | |
TH Apex Spline | Sop | HDA | |
TH Apex Subdivide | Sop | HDA | |
TH Apex Transfer Attribute | Sop | HDA | |
TH Apex View | Sop | HDA | |
th Apex visibility | Sop | HDA | |
TH Apex Visibility | Sop | HDA | |
TH Apex Wrap | Sop | HDA | |
TH Apex Wrap | Sop | HDA | |
TH Apex Wrap | Sop | HDA | |
TH Apex Wrinkles | Sop | HDA | |
TH Apex Zipper | Sop | HDA | |
TH Apex Zipper | Sop | HDA | |
TH Blendshape Embed | Sop | HDA | |
TH Blendshape Sculpt Base | Sop | HDA | |
TH Capture Blur | Sop | HDA | |
TH Chain Name Resolver | Sop | HDA | |
TH Ctrl Shapes | Sop | HDA | |
TH Fit Skeleton | Sop | HDA | |
TH Lean Strip | Sop | DSO | |
TH Mirror Position | Sop | HDA | |
TH Name From Path | Sop | HDA | |
TH Selection Pattern | Sop | HDA | |
TH Set Path From Ref | Sop | HDA | |
TH Skel Add Fit Joint | Sop | HDA | |
TH Skeleton Doctor | Sop | HDA | |
TH Skeleton Validator | Sop | HDA | |
TH Skin Layer | Sop | HDA | |
TH Spline Prepper | Sop | HDA | |
TH Visibility | Sop | DSO | |
TR AVBD Constraints | Sop | DSO | |
TR AVBD Solver | Sop | DSO |
Custom rigging nodes for Houdini 22
Created by Tumblehead
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