Metapipe for Houdini?

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I've been using Unreal for a while now for everything but creating games. One thing that has interested me is creating custom metahumans. The built-in mesh to Metahumans is ok, but what you end up with is not really what you've started with.

I was at Unreal Fest this past October and sat in on the Blue Dot presentation & really liked what they'd accomplished, but a lot of the discussion didn't get into any details other than: Metahumans have a thing called Metahuman DNA that allows you to really customize the mesh. The slides and videos they showed might have been helpful to someone who's technically inclined, but that's not me - I'm squarely in the artist category.

I came across a tool called Metapipe: https://artstn.co/m/d5JYr [artstn.co] which looks very interesting, but it's a Maya-only tool.

The free version includes the Python files, but I assume there's nothing about the way Python works with Maya that relates to using Python with Houdini. However, it might have some useful information for technically-minded people.

Anyway, I was just curious to see if anyone out there knew of a similar tool for Houdini or had worked out this process in Houdini that is "artist-friendly".

-Paul
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I did come across this video from a couple of years ago: https://youtu.be/bp6j8tTOcRw?si=koouix9sRLFgHrjo [youtu.be]
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And, found a nice talk on the subject, although I'm really only interested in transferring a head model over since I'm dealing with all human-like characters: https://youtu.be/KHPDgFGOrao?si=ykZWwUKHFgEWYXTH [youtu.be]
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Just curious to follow up on my own thread. Any chance one of the extremely folks at SideFX Labs are working on anything in this area? I would love to be able to swap a standard Metahuman head with a custom head and I'm sure for the more technically minded this is trivial. For someone with my skills, it's pretty far outside my comfort zone.

I know Epic has invested in SideFX, so I've been hoping to see more tools being developed outside of things like terrain and prop-related tools.

Thanks,

Paul
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