Guillaume Laferriere

Guillaume

About Me

EXPERTISE
Developer
INDUSTRY
Film/TV

Connect

LOCATION
Canada
WEBSITE

Houdini Skills

Availability

Not Specified

My Badges

SideFX Staff
Since Apr 2014

My Tutorials

obj-image Intermediate
KineFX | Camera On Path SOP Constraint
obj-image Node Reference
KineFX | Curve Solver VOP
obj-image Node Reference
KineFX | IK Solver VOP

My Talks

obj-image HIVE
Animating using CHOPs and Constraints

Recent Forum Posts

APEX | Motion Mixer and Metahuman Face Animations April 20, 2026, 2:13 p.m.

The APEX abstract controls aren't currently supported in H21. It's a known limitation, but your post reminded us to make sure the Metahuman human face rig works in the Motion Mixer in the next Houdini version.

Extract controls skeleton from animated character. June 2, 2025, 10:27 a.m.

Give it a try with this scene.

You need to access the control_data output of the rig in order to extract the animated transform values.
I'm using a wrangle to get the xform output values of each TransformObject from the @parms dict detail attribute and stamp it to each point transform. If you inspect the geometry spreadsheet of the invoke_get_animated_control_parms node, you'll also notice you have access to the other output port values of the TransformObject nodes.

Is there a straightforward way to view channel primitives? Sept. 11, 2024, 5:20 p.m.

Look for hou.ChannelList.addGeometryChannels() in the hom documentation. It allows you to put the channel in the animation editor.
You’ll also need to call hou.playbar.setChannelList().