vijayankraj2599
Dec. 13, 2025 23:27:39
maxmax003
Dec. 22, 2025 14:33:42
To be honest, I dont think the unpackchacter is fully compatible with the fbx character, I think you might need to unpack it further, also you are exporting the full apex rig which is the purple dot, and the base skeleton wichi is the grey one, try using the tiel as the base skin mesh, the grey as the base skeleton and the yellow as the animated skeleton, I don't know if you could export a rig from houdini to ue
william_harley
Jan. 6, 2026 01:17:41
The first output of the unpack character is a pass through of the character input. Output2 (capture mesh), Output3 (Skeleton) and Output4 (animation) are unpacked and is what you will use for the 3 inputs on the fbx character output.
One note, you have to add a prim name attrib to the mesh when exporting otherwise it will fail.
sanostol
Jan. 6, 2026 08:21:37
Can You use the apex rigging functionality in unreal? I thought it would only support the capturemesh, skeleton and animation
Tom_SideFx
Jan. 7, 2026 16:51:36
In tomorrow's Daily for Houdini 21.0 there will be a toggle on the APEX Unpack Character SOP that creates the name attribute on the output skin geometry.
Then you can wire those outputs directly into the FBX ROP.
Here's an example file.