Neal Coghlan

Aszyk

About Me

専門知識
Freelancer
業界:
Advertising / Motion Graphics  | VR

Connect

LOCATION
London, United Kingdom
ウェブサイト

Houdini Engine

ADVANCED
プロシージャルワークフロー  | Digital Assets  | Motion Editing  | Animation
INTERMEDIATE
キャラクタ & アニメーション  | Cloth  | Solaris  | Karma  | Lighting  | Pyro FX  | Realtime FX  | VEX

Availability

I am available for Freelance Work

Recent Forum Posts

H21 Metahuman for Houdini workflow Documentation 2025年12月7日10:57

TL;DR - Metahuman t o Apex Documentation is lacking but thank you greatly for this example file, Edward!

Hi there, I've been looking into using Metahumans for a project and the moment and find that I'm running into a lot of pitfalls and gotchas with the workflow as the documentation feels limited.

However, I'd like to say, that after stumbling across this post - the example you posted above, Edward, was EXTREMELY useful and it would be amazing to have this file documented and exported to the content library, as it fixed a number of issues I was having when trying to navigate the workflow on my own.

Firstly, the Autorig builder foe me was incredibly slow and almost unusable when I was trying it out on a newly generated Metahuman and after many attempts at getting it to work it still had visible errors on the output Base.shape. I tried the Autorig component that was in your example file and it just worked - but I'm still not fully sure why this one did versus what I was doing. I can see a few different tick boxes enabled/disabled and a couple of different tags written in the advanced sections, though I wouldn't have been able to figure these out without the help of this example file.

Secondly, the body and face animation subnets that are in the Example file were also very useful, and again would be great to have a bit of documentation about the how and why - as I'd successfully got animation to work directly on the skeleton when NOT using a rig, however when I added my own rig and the animation, I ended up with lots of horrific skeleton mangling. Again this little example fixed that up and allowed me to have my animation as well as the working rig to override it.

So thankyou for providing that file, and I hope this workflow gets a lot of love over the coming Houd updates as it sure feels like it's got a huge amount of potential!

APEX Rig crash when using .bgeo.sc versus .bgeo 2025年8月5日17:06

Hi, I wanted to sense check this first before I submit a bug and I haven't found anything about this particular issue.

When I'm saving Apex rigs as .bgeo.sc files, I'm getting instant crashes when animating with blendshapes added by the autorig component, however if the same rig is saved as .bgeo, I don't get the instant crash.

With 20.5 is this known issue or should I report this as a bug?

Apex animate state constraint bug(maybe) 2025年7月31日12:17

Hi, I jsut found this topic after trying to get some constraints working with Apex.

I've been trying to get a character to pass an item from one hand to the other, with the object following the first hand correctly, but then it not working when I try and then 'pass' the item by constraining to the other hand from the following frame onwards.

After seeing this thread, I'm guessing that this is currently not possible?

Looking forward to seeing how this workflow improves!