Pieter Reteip
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H21 Metahuman for Houdini workflow Documentation 2026年4月22日2:52
192lao
Hi,
I’m trying to get Live Link facial capture from UE5.7 into Houdini 21 using the MetaHuman Face Animation Import node. The animation looks great in UE5 but comes in very weak in Houdini — eyes and blink work, but mouth/smile barely moves. It seems to only be able to do basic talking motions.
My export process in UE5:
• Recorded facial performance via Live Link ingest (done in MetaHuman Performance)
• In MetaHuman Performance, I right-clicked the ControlBoard track and clicked Export Control Rig FBX
• Selected “MetaHuman Controls Mapping” in Control Mapping Presets
The export dialog only shows 13 Control Channel Mappings, which seems way too low. But maybe it's supposed to be like that.
In Houdini: MetaHuman Character Rig SOP loads the DNA correctly, and rig logic works (manually dragging faceboard controls gives full expressions), but the imported FBX animation is very attenuated.
Is 13 Control Channel Mappings correct for the MetaHuman Controls Mapping preset? Is the preset failing to populate properly, or is this a known issue with a specific UE/Houdini version combination?
Thanks
Did you bake the sequence first and export the animation sequence? In any case I can't get it to work sadly, I've tried to do it with bone deform as well. Does your metahuman face animation import work at all? I tried this guys work around https://www.youtube.com/watch?v=TRLO82HAIXc [www.youtube.com] but also cant get it to work, some issues with some bones moving to the root? I think it has to do with live link recording being different from manual animation. There's also the head disconnect issue from the shoulders up which might be an issue if you only want animation data from the shoulders up because it includes the root?
Day 17 | Damaged | Image 2026年3月18日0:50
Day 17: Damaged Head (too bad I had no time for a render sequence)

Day 16 | Fractal | Animation 2026年3月16日14:44
Day 16: Psytral