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Full Version: H21 Metahuman for Houdini workflow Documentation
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ojzone2
Hi all, I was expirimenting with the Metahuman for Houdini pipeline, involving getting my Metahuman working with the APEX system in Houdini (through use of the licensed HDA from the FAB marketplace) but I’m encountering issues as far as retargeting animations for the Metahuman, and I’ve been scouring the internet for some documentation and information on the process but haven’t found anything worthwhile.

I’d greatly appreciate either a specific solution regarding assitance with Metahumans and retargetting in Houdini, or more general Documentation involving the Houdini Metahuman system, any form of documentation for the updated H21 system and nodes would be great.

Thanks heaps!
edward
Please try again with the latest (21.0.475+) daily build as a fix has been committed for using the APEX Control Extract SOP with the MetaHuman rig. If you're talking in particular for exporting MetaHuman animation from Unreal Engine to Houdini, then there's also a specific solution that we have but it's more involved.
Rob Chapman
oh I thought there was some official documentation then! but it led here. following on from this, it appears there is a metahuman .dna read now but no metahuman .dna write. currently or am I mistaken? I think thats a missing ingredient in the custom metahuman DCC turnaround
edward
There is currently no DNA exporter from Houdini. From what I gather, this is something that Epic Games wants to add.
Rob Chapman
Indeed, .DNA out from houdini would complete the puzzle.
currently, as of latest daily 21 biuld, FBX character import and FBX archive import STILL alters the vertex count / UV seams / order (or something) which stops the roundtrip from metahuman 5.6 > houdini > Unreal 5.6 to edit something like face morph targets or conform template for custom metahuman)

ther is a few workarounds like try to use the File import FBX and be careful of vertex counts for metahuman but the new metahuman identity creator tool lets you export .obj of the base mesh! super handy so you can use this .objj as the in and out for the metahuman stuff and can conform / make morph targets etc with this as .obj respects the vertex count and order - unlike crappy FBX

so there is some workarounds currently for apex / meta human rigging, have you seen this guy (need translation on )

since there s literally no other info so far to do this

https://www.youtube.com/watch?v=xSeAe3sVhJE [www.youtube.com]
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