Rudi Nieuwenhuis

RudiNieuwenhuis

About Me

I started using Houdini when it was still in version 8, and I've been teaching Houdini at the Filmacademie in Amsterdam since 2011.

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LOCATION
Leerdam, Netherlands
WEBSITE

Houdini Skills

Availability

I am available for Freelance Work

My Badges

Houdini Certified Instructor
2025

My Tutorials

obj-image Beginner
Emit breaking RBD objects
obj-image Beginner
Search and Replace Shelf Tool
obj-image Beginner
Train / rollercoaster setup

Recent Forum Posts

Mocap to APEX April 27, 2026, 7 a.m.

sanostol
Maybe I know better than You think . Very glad I could help.
Haha, true, that must be experience talking then ;-)

Mocap to APEX April 25, 2026, 6:02 p.m.

Thanks, I think that is exactly what I did, but I'm going to tripple-check now.

Damn, you're a wizard. In the documentation it is written: In Sequencer, select Export...etc...
But from the MetaHuman Performance window, that's a whole different story. Now it works!
Thanks a lot, you have no idea how much time I wasted on this....

Mocap to APEX April 25, 2026, 6:55 a.m.

It would be great if this actually worked with the latest versions of Unreal (5.7.4) and the MetaHuman for Houdini plugin 1.2.53 but I'm having a very hard time with it, at least with the facial animations part.
The export of animation data on the Unreal side has changed in such a way i think that at least the project violet setup does not work anymore, names don't match. Just using the add facial animation metahuman sop is not working neither. The dict that is made with python in there seems to work but the naming is off, most controls are now called "something Curve" and I can't find what the Apex add animation from parameters actually expects to change the python so it makes the right detail dict atribute.

Or....I'm just doing the whole exporting part in Unreal completely wrong, even though I followed this: https://dev.epicgames.com/documentation/metahuman/animating-your-character-with-apex#faceboardanimation-2 [dev.epicgames.com]