Max Rodas
maxmax003
About Me
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Generalist
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Film/TV
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Guatemala
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Houdini Skills
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Recent Forum Posts
APEX rigging insight Dec. 22, 2025, 4:58 p.m.
I think one thing that makes houdini feel harder to learn is that is harder to understand how nodes should be sequenced to work, I know this might sound dumb for people using houdini since the beggining, but like in maya, for rigging, the menus for joints, constrains, skinning, etc, are kind of in a sequence, they also are all grouped so you kind of go exploring a bit and following the interafe. In houdini all the nodes are in your face, you hit tab and node galore!, lol, so you have to know what you are looking for before hand, in that regard it feels like learning blender, there is a hotkey for everything, but no way to find it(it was worst before), so who would guess you need to pack a character before using it without watching a tutorial or examples, and I feel that kind of black boxes the rig, in maya you have all in there all the time, I know the apex graph etc... but that goes to the other side, where you could also in maya use the hypergraph(a long time ago) to help understand what your rig is doing. Also looking into the docs, you could look for a node, but it doesn't says what kind of nodes it needs before to make it work, they are like you need a string(in other words a geo path).... I feel the docs are too technical sometimes. And to be honest I wish I had started my 3d journy with houdini, now that I'm older I feel I have to read everything twice and I think only half makes sence, watching tutorials makes me sleepy, etc...old guy stuff.
UV Map by ID Copernicus node Dec. 22, 2025, 2:48 p.m.
It seems to me to be a bug, if you change the Uborder to mirror it seems to minimize some errors but not all of them.
Exporting the Apex Rig from Houdini 21 to Unreal Engine Dec. 22, 2025, 2:33 p.m.
To be honest, I dont think the unpackchacter is fully compatible with the fbx character, I think you might need to unpack it further, also you are exporting the full apex rig which is the purple dot, and the base skeleton wichi is the grey one, try using the tiel as the base skin mesh, the grey as the base skeleton and the yellow as the animated skeleton, I don't know if you could export a rig from houdini to ue