Mustafa Zaky Jafar
mustafa-jafar
About Me
専門知識
Developer
業界:
Education | Film/TV
Connect
LOCATION
Cairo,
Egypt
ウェブサイト
Houdini Engine
Availability
I am currently employed at Ynput
Recent Forum Posts
Exporting APEX animations into fbx, gltf etc. 2026年2月28日22:51
Adding my 2 cents to this discussion. I was exploring different ways for exporting animation from APEX and here's my summary:
1. Solution 1: Export character FBX (Static geometry, capture pose, animated pose)
- static mesh is brought from your captured geo before the pack folder node
- capture pose is brought from your skeleton/rig pose before the pack folder node
- animated pose if brought from scene invoke after doing the animation.
2. Solution 2: export and import channels from animation editor
- Select sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, Channels > Export Channels... *It samples the keyframes data.*
- select the new sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, Channels > Import Channels... *It samples the keyframes data.*
3. Solution 3: Copy/Paste keyframes from animation editor, as mentioned in a comment [www.sidefx.com] above
- Select sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, copy key frames
- select the new sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, paste key frames
4. Solution4: Solution 4: Export and copy animation data. Since APEX is saving data inside geometry, you can save your APEX scenes as .bgeo and reuse them via scenecopyanimation node.

For convenience I've attached the hip file where I done my exploration. Find it in attachments below.
The file is not mine it's from the official APEX rig tutorial KINEFX RIGGING WITH APEX [www.sidefx.com]
I hope you find it useful and feel free to correct me if I'm wrong.
1. Solution 1: Export character FBX (Static geometry, capture pose, animated pose)
- static mesh is brought from your captured geo before the pack folder node
- capture pose is brought from your skeleton/rig pose before the pack folder node
- animated pose if brought from scene invoke after doing the animation.
2. Solution 2: export and import channels from animation editor
- Select sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, Channels > Export Channels... *It samples the keyframes data.*
- select the new sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, Channels > Import Channels... *It samples the keyframes data.*
3. Solution 3: Copy/Paste keyframes from animation editor, as mentioned in a comment [www.sidefx.com] above
- Select sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, copy key frames
- select the new sceneanimate node
- select all controls in scene view
- in Animation Editor, select all key frames, paste key frames
4. Solution4: Solution 4: Export and copy animation data. Since APEX is saving data inside geometry, you can save your APEX scenes as .bgeo and reuse them via scenecopyanimation node.
For convenience I've attached the hip file where I done my exploration. Find it in attachments below.
The file is not mine it's from the official APEX rig tutorial KINEFX RIGGING WITH APEX [www.sidefx.com]
I hope you find it useful and feel free to correct me if I'm wrong.
Creating custom panels 2024年10月29日18:10
After some discussions, It turns out that we can just open the parameters panel for our node similar to the
This is the same as opening Parameter floating panel with python [www.sidefx.com]
Parameters...action in the OPMenu. This is the same as opening Parameter floating panel with python [www.sidefx.com]
Creating custom panels 2024年10月25日4:04
Hello,
I'm looking into different options to create custom panels in Houdini.
I tried creating a python panel here in my test here [github.com].
but, we are trying to avoid maintaining more separate Qt UIs where we can.
So,I wonder can we create a panel of a regular "node parms" that auto switches.
I'm looking into different options to create custom panels in Houdini.
I tried creating a python panel here in my test here [github.com].
but, we are trying to avoid maintaining more separate Qt UIs where we can.
So,I wonder can we create a panel of a regular "node parms" that auto switches.