 
    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 
                            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 for films,  games  and  cinematics.  less 
                        
                    
                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
                        
                    
                
                My Houdini Content
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
            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.
            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. 
             
         
         
         
         
        