H21 Metahuman for Houdini workflow Documentation

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Hi Mirko,
The tags for the metahuman has been updated on Epics side and we are checking on the Autorig Builder
if you are using the metahuman skeleton and setting the tags for you automatically. It looks like our tags our now out of date.

To fix this add
* - #mh_driver_jnts 
to the FK Exclude parm.

Edited by william_harley - 2026年2月5日 12:00:32

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RudiNieuwenhuis
Now this works:
Image Not Found


The only thing left to figure out is how to get the face-rig to drive all these parms.

We did it with primvars.
Also since we do lot of metahuman animations in Maya, we have these parameters written on geo of characater, and it is passed in animation export. Works perfectly.
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Hi everyone, I have a question regarding the MetaHuman workflow in Houdini.

I exported a MetaHuman character to DCC and imported it into Houdini using the Metahuman Character Rig node. After that, I used the APEX Autorig Builder and dragged a "leg" component from the catalog to set it up.

The problem is that after updating the builder, the calf_twist_01_r_twist joint is not in its correct position (it seems to be offset or flying away).

Has anyone encountered this issue? How can I fix the placement of these twist joints when using the Autorig Builder? Any advice would be greatly appreciated!

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https://www.sidefx.com/forum/topic/103051/ [www.sidefx.com]

Check this post had same issue. Friend fixed it so I don't recall details but check here.
Honestly I gave up on trying to get it properly working. Just went into Unreal...

Turning on face controls and everything slows to crawl.. getting mocap to work with apex... another beast..
But good luck!
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seunghyuk2023
Hi everyone, I have a question regarding the MetaHuman workflow in Houdini.
Have a look at the post at the top, you might be missing the fk_exclude string for metahuman.
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