Im about a year into my project and about two weeks into houdini - Im tempted to move from rigging in blender to houdini, videos like this are helping me figure out if its worth it.
I'll be honest it depends on the type of character rig u want to create. Houdini's power is in procedural workflows, so making 1 arm and making 1000 arms is almost the same amount of work, but in blender I'm not sure if you'll get this leisure. If you only want to make very simple characters like the one shown in this video, maybe blender would be a better fit, because the autorig pro addon will give you a "click click" super fast solution, but only for biped characters with 2 arms. Houdini will allow you to take things to the next level. I will have more videos like this to come showing more complex character types and using Control Rig blueprints to create even more complex things in Unreal Engine soon!
@@bubblepins Im about a year into my project but Ive been setting up one system at a time, so its not too late. Most of my rigging will be mech's of a bipedal nature, and regular organic animals. I know I can retarget in Blender, but (like you say) being able to produce many of these with rapidity may make relearning this step in Houdini worth it. Im having to do everything myself, so I have to gauge if endeavoring to do things differently will save me enough time, and Im very ignorant about Houdini still,so Im just watching clip after clip. Im going to try doing a simple from scratch character and use your vid to see what that experience is like, and go from there. Cheers!
@@ZachTheExcitedViper I like how u think! I wanna do everything myself too, I think it's because we love what we do so much! We just want to learn everything! I have a KineFX playlist of basic concepts u can check out, it starts from the very very basic to somewhat intermediate... ua-cam.com/play/PLqovuMX-teVNd499Qmlj9BBc6hrux4yTj.html I only have 1 live stream tutorial on APEX and that was before the major update in H20.5 where sidefx added in a buncha handy presets. Hope everything works out!
If only one day Houdini Engine supports direct session sync for character creation, we could transfer all Apex rigs to control rigs. But for now, we have to stick to FBX, and your video is invaluable for that route
I did do one b4! The VEX tutorials have terrible views, it's heartbreaking! Pouring all that effort into the video only to have it turn out really bad. I may try again one day, because I really do like vex and I want to do more advanced topics, but I don't know if my audience is ready for that.
So i *think* that the reason your pull vectors are not working is because your arms and legs are too straight. Unreal doesnt know what direction the elbow or knees need to bend towards because theres no preference from the skeleton. You fixed the arms by going an a pose, but that shouldnt have been fully necessary. Just add a slight bend to the arms and legs, and the pull vector should be able to be generated regardless of if its an A or T pose. Again, I *think*. But what do i know? Im just a rando in the internet. :-)
Im about a year into my project and about two weeks into houdini - Im tempted to move from rigging in blender to houdini, videos like this are helping me figure out if its worth it.
I'll be honest it depends on the type of character rig u want to create. Houdini's power is in procedural workflows, so making 1 arm and making 1000 arms is almost the same amount of work, but in blender I'm not sure if you'll get this leisure. If you only want to make very simple characters like the one shown in this video, maybe blender would be a better fit, because the autorig pro addon will give you a "click click" super fast solution, but only for biped characters with 2 arms. Houdini will allow you to take things to the next level. I will have more videos like this to come showing more complex character types and using Control Rig blueprints to create even more complex things in Unreal Engine soon!
@@bubblepins Im about a year into my project but Ive been setting up one system at a time, so its not too late. Most of my rigging will be mech's of a bipedal nature, and regular organic animals. I know I can retarget in Blender, but (like you say) being able to produce many of these with rapidity may make relearning this step in Houdini worth it. Im having to do everything myself, so I have to gauge if endeavoring to do things differently will save me enough time, and Im very ignorant about Houdini still,so Im just watching clip after clip. Im going to try doing a simple from scratch character and use your vid to see what that experience is like, and go from there. Cheers!
@@ZachTheExcitedViper I like how u think! I wanna do everything myself too, I think it's because we love what we do so much! We just want to learn everything! I have a KineFX playlist of basic concepts u can check out, it starts from the very very basic to somewhat intermediate...
ua-cam.com/play/PLqovuMX-teVNd499Qmlj9BBc6hrux4yTj.html
I only have 1 live stream tutorial on APEX and that was before the major update in H20.5 where sidefx added in a buncha handy presets.
Hope everything works out!
If only one day Houdini Engine supports direct session sync for character creation, we could transfer all Apex rigs to control rigs. But for now, we have to stick to FBX, and your video is invaluable for that route
If only! But if that was possible then we probably could transfer UE Control rigs to APEX!
can you do a tutorial on vex code for beginners please?
I did do one b4! The VEX tutorials have terrible views, it's heartbreaking! Pouring all that effort into the video only to have it turn out really bad. I may try again one day, because I really do like vex and I want to do more advanced topics, but I don't know if my audience is ready for that.
So i *think* that the reason your pull vectors are not working is because your arms and legs are too straight. Unreal doesnt know what direction the elbow or knees need to bend towards because theres no preference from the skeleton. You fixed the arms by going an a pose, but that shouldnt have been fully necessary. Just add a slight bend to the arms and legs, and the pull vector should be able to be generated regardless of if its an A or T pose. Again, I *think*. But what do i know? Im just a rando in the internet. :-)
You do have a point, but UE Rigs do have to be in A Pose. I'll try that for the knees and see if the leg's pole vectors get fixed.
1st❤