Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.
Welcome to Project Violet series, demonstrating new character features and workflows in Houdini 21. Learn how we combine the production readiness of Epic's MetaHuman system with the rigging and simulation versatility of Houdini to create an approachable, full human workflow.

COMMENTS

  • jakubmularski 3 weeks, 1 day ago  | 

    Guys, I've been waiting for that since I was your talk. Thank you very much!

  • mostafaothman227 3 weeks ago  | 

    Thank you
    Really
    THANK YOU

  • zaijianxiaoyiya 3 weeks ago  | 

    可以不用学maya了,非常感谢

  • zsofinyecz 3 weeks ago  | 

    When I saw you showing this character a few months ago, I was like, man, I wish they made a detailed breakdown on how they built it. Christmas came early. Thank you

  • misha 2 weeks, 6 days ago  | 

    ...I'm getting this error when I try to open the apex rig builder: File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.671/packages/apex/python3.11libs\apex\autorigutils.py", line 934, in reloadAssetGalleryEntries
    clearGallerySource()
    File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.671/packages/apex/python3.11libs\apex\autorigutils.py", line 207, in clearGallerySource
    hou.ui.setSharedAssetGalleryDataSource(data_source, GALLERY_SOURCE_IDENTIFIER)
    File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.671/houdini/python3.11libs\hou.py", line 98980, in setSharedAssetGalleryDataSource
    return _hou.ui_setSharedAssetGalleryDataSource(self, data_source, gallery_name)
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    ValueError: Invalid data source

    why?

  • RudiNieuwenhuis 3 days, 1 hour ago  | 

    I really appreciate your enormous efforts of setting up this elaborate tutorial but I'm having a hard time getting this to work with UE 5.7.4 and version 1.2.53 from the MetaHumanForHoudini plugin.
    Opening the accompanying file gives a python error straight from the start, body and facial animation do not work and where did the parts of the body that go under the coat go? Even if you switch of the coat, parts of the body are still gone.
    Exporting Facial animation from UE5.7.4 gives different names I think because non of the names from video 7.2 are available. All facial points seem to be vectors now.
    The Apex AutoRigBuilder still gives a warning about "some joints on the right skeleton side to not match the bodyside *_r".
    I did manage to get my own Zbrush exported geo for face and body into MH, but I used Wrap from Faceform for this, it gives a bit more control and it helps with wrapping all the textures. That gave the option to pass through Substance Painter to get ultra high res maps for more then just albedo and normal but for subsurface and roughness as well.

    The whole pipeline is super interesting and promising but in the mean time frustrating because you run into so many little issues. I've spent more time on trying to wrap my head around this (pun intended) then I'd like to admit.

Please log in to leave a comment.