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
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 for films, games and cinematics. less
EXPERTISE
Generalist
INDUSTRY
Film/TV
Connect
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 Houdini Content
Recent Forum Posts
Metahuman_face_animation_import on retargeted autorigbuilder Nov. 5, 2026, 12:24 p.m.
_henrihttps://dev.epicgames.com/documentation/metahuman/animating-your-character-with-apex?lang=en-US [dev.epicgames.com]
Hello! The demo file is a lifesaver so far. What I'm struggling with is how do you get the facial animation out of unreal that way? How do we export it so that it is compatible with the metahuman importer? I've been trying the rang of motion animations that are included in unreal and they work with houdini, but i cant seem to get the facial animations exported right. Any tips?
Abstract Controller Slider Snapping Nov. 5, 2026, 9:17 a.m.
Hi, you can use CTRL + SHIFT to do this. There's a small bug where the Y value is not set when using ctrl + shift, it has been fixed and should be in tomorrows build.(fixed)
Noticing the differences between versions Oct. 2, 2026, 2:40 p.m.
This has been fixed, this will be in tomorrows build.
Thanks for the feedback.