Houdini 16 includes the new modular Autorigs system. This masterclass provides an introduction to the tools and demonstrates a complete workflow starting with an imported character mesh all the way to a Digital Asset that is ready for animation.

To follow along with this masterclass, you can use your own model or in Houdini's viewport press tab > Test Geometry: Tommy to get a character model similar to the one used in this video (available as of Houdini version 16.0.557).


  • ahmed_barakat 2 years, 1 month ago  | 

    Great video, Thanks for doing it, definitely Houdini needs more Rigging tutorials for the not super technical people, really appreciated
    I would like to ask how easy it is to integrate muscles into this setup.

    am quite new to Houdini coming from the Softimage land, been playing around with apprentice for a month or so and am really loving it.

    • goldfarb 2 years, 1 month ago  | 

      rigging tutorials are being developed, look for future announcements.

  • harryabreu 2 years, 1 month ago  | 

    Thank you very much I have Houdini Indie since 15 and I am very interesting in use Houdini to make a complete pipeline with character animation.
    I've study hard but is difficulty to figure out how make rigging in Houdini please if you can show more for us user how start rigging here a lot of new user and company will come to Houdini to make a lot of animations more than VFX because until today we have no much help on this way.
    Tank you for your effort.
    May be now we can Go Procedural and Artistic together in Houdini ;-)

  • seifdune 2 years, 1 month ago  | 

    how about eyes and mouth

    • goldfarb 2 years, 1 month ago  | 

      This is planned for a future update.

  • Patrick_ 2 years, 1 month ago  | 

    very nice:)

  • FXdal 2 years, 1 month ago  | 

    Would it be possible to add the option to add more joints in the arms to spread the roataion.
    So no controllers, spline just a number of joints.

  • Kurono3000 1 year, 9 months ago  | 

    Hi, how can i export this rig and animations to Unreal Engine?
    When i try, i get duplicated root errors.

  • Simon 1 year, 1 month ago  | 

    I'd like to see some rib controls as well as eyes, and jaw
    And a full face rig hopefully at some point.
    Great start though

  • IbtesamSadiq 9 months, 2 weeks ago  | 

    can I use to rig cars for ue4?

  • Angel Fucaraccio 6 months, 2 weeks ago  | 

    Hi, thanks dor the video. At 8:20 you explain how to reload the settings. I closed Houdini halfway through doing my work and now I´m trying to reload this settings but I get an error. At some point of the tutorial you also explain that by right clicking the node you go to "Type properties" - Extra Files, but there is no explantion on how to get the settings back. Whatever I do I get this error
    The selected subnet has references to nodes outside the subnet, or has references that use absolute paths to operators inside the subnet. These references should be converted to relative internal references or this operator type may not work properly in other Hip files.
    /obj/Char_Sioux_Rig01/stand_in/object_merge:references /obj/Sioux_retopt2 which is outside the network being saved. Do you wish to save anyway?

    I´m new to Houdini, have no idea what this means. So the question is, how do I get back the settings to continue working in the autorig setup?

  • goldfarb 6 months, 2 weeks ago  | 

    you should be able to open you hip file make sure an Autorigs panel exists then just drag and drop the asset node into the panel
    if this doesn't work it means that something is wrong with the AssetSettings filestored with the asset
    if that is the case you could upload your hip file to a forum post or to support and I can have a look

  • Geoff Marshall 5 months, 2 weeks ago  | 

    I have been having the same problem. Dragging and dropping produces these errors from the default biped rig
    Traceback (most recent call last):
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\mainGUI.py", line 147, in dropEvent
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\ui\uiMenuBar.py", line 305, in loadFromNodePath
    self.charactertabs.existingCharacter(selectednode, jsonobj)
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\ui\uiCharacterTabs.py", line 39, in existingCharacter
    autorigs_asset.existingFromJson(assetnode, json)
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\asset\autoRigsAsset.py", line 194, in existingFromJson
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\modules\base\rootModule.py", line 121, in buildAfterImport
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\modules\base\rootModule.py", line 218, in buildFromJson
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\modules\extremity\extremityGuideParams.py", line 492, in fromJSON
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\autorigs\ui\uiParamNum.py", line 96, in setValues
    if len(self.params) != len(values):
    TypeError: object of type 'float' has no len()

  • Geoff Marshall 5 months, 2 weeks ago  | 

    When I try Autorig>File> New From...>HDA(On Disk)... and select the file I saved out from the default Autorig hda I get "This character is not a valid autorig character".
    I am unable to get it to capture the geometry as well after several hours of trying and following the masterclass. Is it because I'm using a Houdini Indie licence? I certainly hope not.

  • Geoff Marshall 5 months, 2 weeks ago  | 

    Tried again with the supplied Tommy test geo. Same results. A broken rig is produced that does not capture the geo. I started out hoping to do layout 7 hours ago and now I will just have to give up until someone provides some answers. I can produce a priviz/layout dummy in Maya in a matter of seconds, as a comparison. Houdini's default Simple male/female rigs are not proportionately correct so not usable.

    • goldfarb 5 months, 2 weeks ago  | 

      you'll want to get the latest Production Build - 17.0.416 - as there were a number of issues addressed in that release.

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