Hallo
This is mainly for other ‘artist’ looking at Houdini as character rigging software pipeline.
I am a Modo user looking to expand my tools. Since H16 was recently released with new character focused features, I was really hoping that Houdini can be an alternative to Modo.
Unfortunately my experience with character rigging was not good.
I have been reading the docs and googling Houdini rigging for days now and I am getting to grips with rigging. However… Since I want a solution for both CG and Game Engines, I have come to the conclusion that Houdini is not going to work.
Factors
Houdini is Bones based and not Joints, so importing fbx for example is a complete mess. Ex: Ue4 skeleton is supposed to have around 63 joints, however Houdini convert it to their paradigm of bones and ends up with 136 nodes for the skeleton.
Even if you would create a manual UE4 skeleton, exporting a FBX generates additional _end_effector nodes and there is no way to switch this off. Trying to recreate the UE4 skeleton will not happen.
How bones are shaped is also a complete mystery. What I mean with this, a bone has two ends, the base/begin and the tip. However there is no way to determine where the tip is, nor can you snap to it.
There is very little being done from SideFX to help people understand rigging and it seems the companies testing new features does not really use rigging in a pipeline solution.
Perhaps, one day, when SideFX will decide to create their own game engine…