William Harley

william_harley

About Me

I started my career doing lighting, lookdev and VFX in Cape Town. Always looking to streamline the character rigging and animation process I got involved in setting up a rigging tools in houdini and assisting animators to get used to the new tools, I have fallen in love with CFX, building rigs ...  more
専門知識
Generalist
業界:
Film/TV

Connect

LOCATION
Cape Town, South Africa
ウェブサイト

Houdini Engine

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

Availability

Not Specified

My Badges

SideFX Staff
Since 10月 2023

チュートリアル

obj-image Masterclass
APEX Rigging | Masterclass
obj-image Intermediate
Luchador & Chicken

Recent Forum Posts

Retarget apex blendshapes from animated skeleton 2025年10月31日2:22

Hi Chistian, have you had a look at the hip file that Edward posted. You have to change the names of some of the parms coming from
UE to make it work in houdini, and we have included that setup in the hip file.

I simply Exported the animation of the face from sequencer and brought that into houdini. It should be the same for all metahumans

IF/FK Blend 2025年10月23日10:47

You are doing everything right in that setup. The default for the fknodes should be set to #bind otherwise it finds
The wrong nodes when setting up the fk chain. By using bind we are telling the component to use only the original bind
joints and none of the newly created ik controls, which will mess things up.

If you update to the latest daily build and create a new ikfk autorig component
the default for both the ik and fk will now be #bind.

Retarget apex blendshapes from animated skeleton 2025年10月23日10:15

Hi, The animation for the face needs to be exported separately from within the sequencer. You should get a bunch of joints all on top of each other at origin.