using Metahuman for Houdini with mocap from Unreal

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Hello all.

I'm having an issue currently - I have a metahuman I've imported to houdini, and I'm tryin gto use the UE markerless mocap to drive the animation. The animation works great in unreal, but when I bring it over to Houdini it's exporting the base mocap skeleton instead of the metahuman skeleton i think. Whatever is happening it's giving me a skeleton that's smaller than my metahuman (he's tall) and it's causing squashing along the midsection of my character. I know this would be easier to get working in KineFX but I'm wanting to use the apex system with these metahuman nodes since I spent so much time building and learning it, and it's the new workflow.

I'm not sure if there's a retargeting process I need to do in houdini or if there's a different way to export from unreal so it works in houdini - there's not a ton of tuts on it yet.

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UE_Mocap.png (666.6 KB)
houdini_Squashed.png (453.7 KB)

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What if you use APEX Retarget to rig recipe and put animation from Unreal to APEX rig on metahuman?
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Mirko Jankovic
What if you use APEX Retarget to rig recipe and put animation from Unreal to APEX rig on metahuman?
This sounds like a good possible workaround - I was wondering if I can get it working with the new Metahuman Animation node though since that would be less steps.
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True but even this is rather fast and straight forward. Just hit that recipe after you have your APEX rig for meta human and you have mocap on character and APEX rig to work on.
I did some mocap from Unreal tests as well, as Marionette was recently killed.. haven't got to puting int back to Houdini on metahuman characters yet but tested it for couple other characters and at the end APEX + mocap works the same. so it should be fine
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Mirko Jankovic
True but even this is rather fast and straight forward. Just hit that recipe after you have your APEX rig for meta human and you have mocap on character and APEX rig to work on.
I did some mocap from Unreal tests as well, as Marionette was recently killed.. haven't got to puting int back to Houdini on metahuman characters yet but tested it for couple other characters and at the end APEX + mocap works the same. so it should be fine
I tried using the example file in this thread and it's turning my skeleton perpendicular. Not sure where to fix that as the "main axis" and "secondary axis" options seem to be doing nothing when I change them (auto update is on).

https://www.sidefx.com/forum/topic/102043/?page=1#post-462708 [www.sidefx.com]

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I've resolve the issue here - having a rig builder breaks the functionality of the metahuman rig somehow. As soon as I disabled it the import body animation node worked - only issue now is I'm having trouble exporting the facial animation from unreal and getting that to work with the import facial animation node
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