Aleksandr Kirichenko

FaitelTech

About Me

専門知識
Generalist
業界:
Film/TV

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LOCATION
Novi Sad, Serbia
ウェブサイト

Houdini Engine

INTERMEDIATE
プロシージャルワークフロー  | Digital Assets  | Cloth  | Solaris  | Karma  | Lighting  | Pyro FX  | 説明  | PDG  | VEX  | Python
BEGINNER
Environments  | キャラクタ & アニメーション  | Motion Editing  | Animation  | Hair & Fur  | Crowds  | Muscles  | Fluids

Availability

I am available for Full Time Work

Recent Forum Posts

UE5 Metahumans render in Houdini 2025年6月9日20:04

Now that Metahuman licensing allows rendering in any DCC, the once strictly Houdini-to-Unreal character pipeline could become bidirectional. Does anyone know if SideFX or SideFX Labs is working on an Unreal-to-Houdini Metahuman workflow?

In my latest project, I rendered most of the scene with Karma XPU, then switched to Karma CPU when ultimate quality mattered or speed wasn’t a priority. A similar hybrid approach could apply here: render some sequences entirely in Unreal, then refine others with heavy VFX, such as FLIP or pyro, in Houdini with Karma.

Also, I’ve noticed that the Metahuman Grooming HDA is tailored to Unreal’s groom system, yet Unreal still doesn’t offer a native way to export groom strands to other DCCs without a paid third-party plugin.
By other side, it seems that Unreal has made huge leaps in many shot-related areas like custom aovs, OCIO, overall rendering consistency, USD support and fluids support, since its initial release, and holds a strong position in areas where Houdini is less present, including previs, virtual production, geometry-heavy environments, sound, live performances and character building.
Of course USD is key to tying all software together, but it still feels that bringing high-quality characters into Houdini will require close collaboration between dev teams (for example interchanging transparent materials is still great pain, and character not only have transparent eyes, but also sss skin and hair shaders).
Any insights would be greatly appreciated.

How to Extract apex animated controls ? 2025年1月30日14:26

sabudimir
There is a nice example in the content library that you might find helpful. If I understand correctly what you wish to do, I think that example shows exactly that workflow (scene animate > sops/kinefx > scene animate).

https://www.sidefx.com/contentlibrary/kinefxapex-workflow/ [www.sidefx.com]

I've checked the example, and that's exactly what I'm looking for! Thank you for pointing it out!

How to Extract apex animated controls ? 2025年1月30日13:08

I've read through animation workflow [www.sidefx.com] documentation and see that I can do APEX Control Extract [www.sidefx.com] to mix KineFX animation to APEX. The problem I have is that it returns controls at their rest position. Is there any way to extract the rig with controls while being animated? I've extracted the animated rig without controls using Scene Invoke and potentially can use it for retargeting. However, it feels overcomplicated since I think I have the data in the Scene Animate SOP and don't know how to extract it.

The problem context is that I have two APEX rigs: a motorcycle and a driver. I want to seat the driver onto the motorcycle using all the ik magic of Animation State, then extract the pose and procedurally animate characters driving along curves in SOPs and pass it back to APEX for final manual tweaking like tilting and knee direction.