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Found 83 results

  1. Hello I'm new here just trying to figure out how Erik Ferguson is doing these FEM solvers with these little tugs on his meshes like so/ Been trying to figure out for about a week and also trying to incorporate some rigged elements into same pipeline. Anyone have a clue? Everytime Import the Geo or trail into the solid node nothing happens or houdini crashes Thanks again.
  2. I want to have a puddle of water/lava that starts to rise up to create a character standing up that i have animated, i have tried doing it in reverse by melting him and playing it backwards but it looks wrong, i want to learn how to do it properly. I am looking for any good tutorials that might help me? Any help would be amazing! Thanks
  3. I am trying to animate an engine using chops and constraints. I manage to get something quiet close but it isn't accurate(cheat) My main issue is that i cannot find how to use a "look at" in conjunction with some restriction to force the tip of the arm to slide along the Y axis. I tried many other solution as well as trigonometry(which i am not very good at) which i gave up on. i also tried with bones but again my knowledge is close to none in houdini and i wasn't able to restrict bones I wish to achieve the real thing with your help Thank you piston.hip
  4. Hello everybody! I have a simple grid animation like this: The animation is driven by a $F*0.001 expression in mountain node offset channel: Is there a way to: 1) Loop this animation seamlessly And the most important: 2) Is there a way to export this animation to Unity? If yes, what format is better for the task and what export/import settings should I use? Thank you for your time.
  5. Hey guys, I would usually do this easily with a Copy Sop (Copy to Points now), just like on Rohan Dalvi's Mograph Series but, since the fragments are not over points, I have no idea on how to do this without a stamp. Here's something very similar from what I need: Thx, Alvaro
  6. Hey guys, I would usually do this easily with a Copy Sop (Copy to Points now), just like on Rohan Dalvi's Mograph Series but, since the fragments are not over points, I have no idea on how to do this without a stamp. Here's something very similar from what I need, it's just rotation and scale of the individual pieces: Thx, Alvaro
  7. Arx anima is calling out for applications from experienced Nuke Compositor SUMMARY OF THE ROLE: Working in a busy creative environment. The successful candidate will work on, high profile, 52x11 minute episode RESPONSIBILITIES AND DUTIES matching color, lighting, and exposure of stock elements to rendered or photographed elements matte extractions from blue/green screen photography transform and warp elements as needed 2D/3D camera tracking paint fixes and rotoscoping matte edge processing and integration QUALIFICATIONS minimum 4 years of node-based compositing software experience (Nuke, Shake, Fusion) experience with Keylight, Primatte or Ultimatte knowledge of projection mapping Maya experience a plus sound aesthetic with good understanding of color, contrast, and lighting design knowledge of film resolution and aspect ratios strong problem-solving skills strong interpersonal and communication skills team player with great attitude dependable and flexible All applications to talent@arxanima.com with the subject “Comp artist” Because of the number of applications we receive, you will only hear back from us regarding suitable applications to open positions. Please note that we can only consider applications from talents from EU or with EU working permit and also from talents who are willing to relocate and work on site
  8. Download 3DModel (voronoi fracture) : House Destruction For R&D.hipdropbox.com/s/cl8tjaodus96eaz/House%20Destruction%20For%20R%26D.rar?dl=0
  9. Hey, how can I constraint an active RBD object to a static but animated one? For example I want that anchor to be constrained to that ring. A pin constraint just fixes it to a specific place. Tried wires but again this went crazy. So how can I get some realistic motion to his anchor? Also tried the oarent constraint which changes the constraint location from a static point in space to a goal object. Still no luck.
  10. Alright I'm still quite new to Houdini but I'm enjoying its shattering system and its dynamics are much more viable to use over the likes of Maya. My question is whether or not it is possible to bake object shattering and interactions with other objects as set keyframes. Reason for this is so I could possibly transfer it over as an FBX file to Maya. I apologize if this seems a bit obvious of a question. Thanks for any help, Belt
  11. FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  12. FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  13. My latest commercial training in Houdini about using CHOPs in Procedural Animation , Hope you Like it more info here : http://www.hossamfx.org/chops-in-houdinifx/ Hossam aldin Alaliwi www.hossamfx.org kind regards !!!
  14. Hi everyone, I'm trying to figure out a way I can offset a keyframe by a channel value. For example, I want to animate the uniform scale on a sphere but I want to be able to control the start frame of the animation by a channel value. I'm sure there is a way you could do this in CHOPS, but I'm not very comfortable using CHOPS, and thought there must be a simpler way of doing this! Thanks in advance
  15. I have a bunch of cameras exported from photoScan (photogrammetry app) and I would like to create a master one which can animate between the whole set. What's the best way to get the transform of two cameras, blend between them and drive a different camera? I tried to extract the intrinsics from the alembic export, but didn't manage to make it work. I ended up key-framing the camera in maya with a good old mel script and export it as an alembic. But I was wondering if there is a better way in houdini, with either an FBX or alembic scene from the photogrammetry or any other application. thanks
  16. Hello all, I made an animation with a solver but it runs too fast, I tried time shift sop but kinda loses quality, what I want is a slower animation but without losing frames, I'm new to houdini, tried with chops but I know im doing something wrong (ideally I would like to drive the animation with sound, but for now lets just slow down the thing) Here is the animation https://giphy.com/gifs/3oriOdRr84Fx3nUl6E I want the lines go slower but without taking out keyframes, slow and smooth, any suggestions? Thanks!
  17. Hi! I'm starting with Houdini, and I would like to know how to combine a cached animation and Houdini's RBD. I know that this question has already been asked on this forum, but as I said, I am a beginer, and I would need reaaaaly basics answers. (I don't know any one who uses Houdini so sometimes I have simple problems that I can not solve). So my problem would be : - I receive an animation made with maya. I export an alembic (or a cache, FBX? Is there a best way?). I import it into Houdini. -The animation works, but when I set it as a RBD solver (or FEM, or anything that has something to do with gravity), the animation doesn't work any more. -I heard on this forum about a RBD keyframe node, about "Use geometry Transform", but I'm really too new to be able to use these informations. For exemple, if I want to use this alembic (attached file) : it is a little sword, I want it to be breakable, and to keep its animation. How would you do this? I hope somebody will find the time to answer to my questions, thank you! petite epee.abc
  18. Oriental DreamWork’s ‘Next Top Animator’ campaign has officially launched on Oct 9 2016 and we will like to invite you to be part of it! Through this campaign, we hope to attract talented animators with the most potential in China to join us and become Hollywood-level animators in China. This is the first time Oriental DreamWorks is recruiting animators within China since it was incorporated. Beginning from Oct 9 until November 8 2016, Oriental DreamWorks will be collecting the CVs and demoreels of interested animators. Shortlisted animators will then participate in a 10-day Animation Challenge held in November and be invited to Oriental DreamWork’s office in Shanghai to personally meet with guest and star Animators from Oriental DreamWorks and DreamWorks Animation for critiques and other animation related activities. Animators who are further shortlisted will be interviewed and have a chance to be a part of the Oriental DreamWorks Animation team! Results will be announced in December 2016. Oriental DreamWorks, is the only Hollywood-level animation studio based in China and draws on Hollywood's leading-edge film technology and resources, world-class creative talent and the insight into the Chinese market, delivering world-class content that shows Chinese influences and culture within film and television content to China and audiences around the world. The animation department of Oriental DreamWorks is experienced and continues to evolve. With the leadership of top-level animators, professional talent development programs, first-rate international projects, outstanding collaborative teams and strong technical support, we hope to find aspiring animators to join us to become the top animators of the Chinese animation industry! To join the Challenge, please submit your CV and demoreel before 8 November 2016 to : topanimator@odw.com.cn For more information, please follow Oriental DreamWorks Recruiting Wechat account : odwrecruiting or visit our website : http://www.oriental-dreamworks.com/en/top-animator.com
  19. Hello guys, Here is my problem, I just finished building my shader for the ocean. When I watch the animation using the viewport everything is working like a charm, When I'm rendering the animation using the ocean_preview node in mantra, everything is working like a charm. However when I try to render using the ocean_render node or the ocean_render_export_maps, the animation is not rendering, only the frame 1 is rendering and it keeps the exact same frame for all the next. Can you tell me what is wrong ? The only way to make it work is by moving to the frame 2 and render the displacement from the current frame of the ocean_render_export_maps and then rendering the current frame using mantra. Should I render the whole animation using this process ? I need to render using the ocean_render1 to keep the infinite ocean which is connected to the grid1. Thank you guys, I really need help on this one
  20. Hello everyone ! Does someone know how to use an animated mesh for driving some velocities of particles ? I have done a sim that I like but I want it to follow the character's animation... The particles born in the chest and goes to his head which is rotating... I'm pretty new to pops, I think that maybe I can make it move through a pcopen but maybe it is a bit too much for what I want to do ? Also, I'm not pretty sure about how to make it... Maybe it's possible to feed the pcopen with a scatter of point on the surface of the character ? Thanks a lot and have a great day ! (Once finished and online I will try to post it as a comment !)
  21. Hi guys, i have this sphere where i have a geo displacement driven by color, to animate the color attribute i thought i could use another sphere that i can animate on the surface, the problem is that i don't know how i can do it. Anyone have some suggestions?
  22. Hi everyone, I am trying to create flower blooming animation in Houdini. There are five variety of flowers with different shapes. What would be the best approach to create such a animation? I am looking to animate something like this :
  23. I made a explode ball (voronoi+foreach(make them scale and dissapear)) and I copy them along with my ground. And I animate the camera. What I am trying to do is to make the ball explode where my camera goes by. Is there a way to achieve it? Like a trigger or something? I tried to ramp my copy point, but I don't know how to connect it between the explode animation. The following is my hip file, please help me. Thank you so so much!!! cut01.hip
  24. We are looking for Mid to Senior level Houdini Animators / Riggers / Character Modelers / Environment Artists for TV commercial, which will potentially run until October. Rates negotiable depending on experience and must be available to work in London. Animators/Riggers: We are looking for an experienced lead character animators and riggers (ideally someone skilled in both) to work with us on an upcoming pixar style animation project. (When submitting please put ‘Houdini Animator/Rigger’ in the subject of your email.) Environmental Artists: We are looking for experienced lead environmental artists, who are able to create a stylised rural environment for a pixar style animation project, which will potentially run until October. Being able to light and render is a big plus. (When submitting please put ‘Houdini Environmental’ in the subject of your email.) Character Modelers: We are looking for experienced lead character modelers, who are able to create stylised pixar style characters. Characters will be human, as well as a character created from a piece of fruit. (When submitting please put ‘Houdini Character Modeler’ in the subject of your email.) A little bit about us: We are a post-production house based in Central London. We are a friendly team who enjoy taking on a broad range of projects that that offer fresh challenges and test us to try new and innovative ways of working. We have a diverse range of skills and interests and are keen to find people with a similar appetite for tackling ambitious projects. If you think you might be suitable then please contact us with your details and a link to your showreel or examples of work, at recruitment@ruffianpost.com with the relevant position in the subject line...and we’ll be in touch! ***If you’re an experienced Houdini artist or specialist in any area of Houdini and are available for freelancing in London, even if not immediately, then we would love to hear from you. We work with Houdini ourselves and often need extra people in for jobs, so are keen to get to know more people to be able to call upon for upcoming commercial work*** www.ruffianpost.com
  25. Hi, How can I transfer/copy/recalculate custom normals from a restpose model to an animated model. So that the direction of the normals move relative with the animated model... In other words that the normals stay relative to animated surface. NormalCopy.zip