Jim Watkins
jWatkins
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Recent Forum Posts
using Metahuman for Houdini with mocap from Unreal Aug. 13, 2026, 5:50 p.m.
I've resolve the issue here - having a rig builder breaks the functionality of the metahuman rig somehow. As soon as I disabled it the import body animation node worked - only issue now is I'm having trouble exporting the facial animation from unreal and getting that to work with the import facial animation node
using Metahuman for Houdini with mocap from Unreal Aug. 12, 2026, 1:13 p.m.
Mirko JankovicI tried using the example file in this thread and it's turning my skeleton perpendicular. Not sure where to fix that as the "main axis" and "secondary axis" options seem to be doing nothing when I change them (auto update is on).
True but even this is rather fast and straight forward. Just hit that recipe after you have your APEX rig for meta human and you have mocap on character and APEX rig to work on.
I did some mocap from Unreal tests as well, as Marionette was recently killed.. haven't got to puting int back to Houdini on metahuman characters yet but tested it for couple other characters and at the end APEX + mocap works the same. so it should be fine
https://www.sidefx.com/forum/topic/102043/?page=1#post-462708 [www.sidefx.com]
Retarget apex blendshapes from animated skeleton Aug. 12, 2026, 12:22 p.m.
edwardWhen I use your example file on a metahuman I exported from UE5.8 the skeleton is horizontal. Not sure what's happening here or how to fix it? I pasted your rigbuilder node from your file into mine, and also tried it directly in your example file.
I found the example scene that we used for the launch demos, maybe it'll be of some use.
