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
EXPERTISE
Generalist
INDUSTRY
Film/TV

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LOCATION
Cape Town, South Africa
WEBSITE

Houdini Skills

ADVANCED
Procedural Modeling  | Digital Assets  | Character Rigging  | Lighting  | Pyro FX  | VEX
INTERMEDIATE
Environments  | Motion Editing  | Animation  | Hair & Fur  | Cloth  | Crowds  | Muscles  | Solaris  | Karma  | Fluids  | Destruction FX  | Realtime FX  | PDG  | Python

Availability

Not Specified

My Badges

SideFX Staff
Since Oct 2023

My Tutorials

obj-image Masterclass
APEX Rigging | Masterclass
obj-image Intermediate
Luchador & Chicken

Recent Forum Posts

Noticing the differences between versions Oct. 2, 2026, 2:40 p.m.

Can you please report it as a bug?

This has been fixed, this will be in tomorrows build.
Thanks for the feedback.

One more APEX reversefoot topic Oct. 1, 2026, 2:31 p.m.

Hi here is a setup where you simply add the guides at the start of the rig.
The components usually work in the find or create mode, if it finds a guide that already exists it will use that position.

One more APEX reversefoot topic Sept. 30, 2026, 10:51 a.m.

Those values are just offsets, start with the defaults and adjust them to match the scale of your character. If you are using the default character scales like electra and otto the values should already almost work.

To clarify by offsets,they are all offsets from the ball and ankle joint. If you zero them out you will see their original position plus the ground plane offset. The controls are being cast onto a ground plane from their original position before the offset is applied


All I did here was to reduce the amount that was already there by middle mouse dragging the value.