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
Retarget apex blendshapes from animated skeleton Oct. 31, 2025, 2:22 a.m.
Hi Chistian, have you had a look at the hip file that Edward posted. You have to change the names of some of the parms coming from
UE to make it work in houdini, and we have included that setup in the hip file.
I simply Exported the animation of the face from sequencer and brought that into houdini. It should be the same for all metahumans
UE to make it work in houdini, and we have included that setup in the hip file.
I simply Exported the animation of the face from sequencer and brought that into houdini. It should be the same for all metahumans
IF/FK Blend Oct. 23, 2025, 10:47 a.m.
You are doing everything right in that setup. The default for the fknodes should be set to #bind otherwise it finds
The wrong nodes when setting up the fk chain. By using bind we are telling the component to use only the original bind
joints and none of the newly created ik controls, which will mess things up.
If you update to the latest daily build and create a new ikfk autorig component
the default for both the ik and fk will now be #bind.
The wrong nodes when setting up the fk chain. By using bind we are telling the component to use only the original bind
joints and none of the newly created ik controls, which will mess things up.
If you update to the latest daily build and create a new ikfk autorig component
the default for both the ik and fk will now be #bind.
Retarget apex blendshapes from animated skeleton Oct. 23, 2025, 10:15 a.m.
Hi, The animation for the face needs to be exported separately from within the sequencer. You should get a bunch of joints all on top of each other at origin.