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Found 100 results

  1. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  2. I just wanted to say hello and how much I'm enjoying teaching myself Houdini! - I came to it by finding work colleagues enjoyed my Powerpoint presentations and thought I could make some fun animations for youtube during my spare time. I can't draw too well and so I use a lot of graphics from CC0 images. Here's a playlist of what you can do in Powerpoint with a lot of jiggery pokery: Powerpoint is good and you can get instant good results but it started to become a bit limiting and so I moved on to Anime Studio Pro which is a 2D animation Package that includes Bone rigging - here's a bigger playlist: My main interest is telling stories and so I'm currently learning Houdini and figure out ways that I can use it to tell more stories about old Grannies and Space Aliens!
  3. Hey there, how would you go about changing the animation/simulation state of e.g. a cloth sim? I tried the pin to animation attribute to release the cloth object from the animation; but bringing it back to follow the animation is harder. it just snaps into place when I put the attribute back to 1 in the sop solver (dops). Also does anyone know a way to mix between animations and simulations? Lets say the cloth object is meant to somehow follow the movement of a master object but also should react to some forces. Or in other words: object is moving fast = animation state; object suddenly moves very slow = simulation state; objects moves out of the frame again = smoothly go back to follow an animation. The pin to animation attribute isn't allowing 0.5 values or so.
  4. Hello I am trying to do something really simple and I am finding it to be quite hard. I am trying to rotate a box so that it carries momentum and settles down naturally as if it had mass. I have included a .hip file where I have attempted to do this manually but it is not the best. I am struggling to get the animation editor to behave and I have to keep closing and reopening Houdini as the Animation editor and the viewport are not marrying together. If anyone knows why this is or if there is a better way of doing this, (I have tried motion fx (spring)/chops but it failed miserably) I would be very appreciative. I have come a long way in this wonderful program but for some reason the animation editor feels really clunky in comparison with the rest of the program and I don't know if it's something I am doing wrong. Thanks dampened animation.hip
  5. Houdini Flames and Fire Tutorial

    New tutorial at CMIVFX about creating fire and flames, check it out
  6. Hello everyone! How can I add a keyframe to bezier animation curve without changing its shape anywise? Because alt-a changes its shape.
  7. a bundle of fun houdini vids i've done

    hey all thought i'd just drop a grenade of Houdini work i put together over 2016 & early 2017 - nothing particularly complex - most of this is all stuff i've learnt off this forum and youtube video tutorials by ppl like @mestela @ParticleSkull @Farmfield @rohandalvi the guys at Entagma, Sidefx, and a bundle of other ppl whom i cant seem to tag like Ben Watts - i just want to say thankyou for all your help and tutorage on forums and the time you guys take to put all those epic videos together and encouraging me to learn cheers ant hoob (houdini noob geddit?!) this was my first project set in houdini - following tutorials and clearly inspired by Method (who isn't c'mon) and their video.. I then went away and did some more twiddling with sop based stuff to try some more fun effects - had alot of fun with this one - i love balloon boy lol... this was inspired by all the Hydraulic press channels and just trying a fun few setups... this one was inspired by Erik Fergusons fem stuff... and this one was an attempt to try some fun ragdoll/crowd sim stuff :)
  8. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  9. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  10. Hi guys! So, I'm working on a project where we have to render short animation of a Mandelbulb. The Entagma tutorial worked like a charm in this case, but there is no explanation of how to do the mandelbulb animation I did some research , and I found this link, talking about how to add a phase variable, with a new function, to make the animation work. Does anyone have any idea of how to do this in vex? Here is the function: http://www.fractalforums.com/videos/3d-mandelbrot-set-phase-shift-animations/ My hipfile is attached Mandelbulb.hipnc
  11. Hello, I have done another disintegration effect on a sphere, that I need for the end of my animation for university. I have alembic cached out a girl from Maya. It only has subtle animation on it. The girl geometry needs to be swapped with the sphere so the effect is applied. I have attached a file with the cache's in it but without my attempt at swapping the geometry as it crashes Houdini. The animation starts at frame 2670 Thank you! disintergration_ballet_007.hipnc END_Death_camera.fbx End_death.abc
  12. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  13. Hi Everyone, I'm looking for some advice to make an animation of a glass of cola soft drink with ice in it. I've been using Houdini only for one year or so, so still fairly new to it If you can point me to how get started, which approach would be most logical or a tutorial that would be appreciated. Here is a reference attached
  14. Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
  15. Introduction to CHOP's in Houdini FX

    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 !!!
  16. offset animation formula

    Hi, this formula is about offsetting animation of several objects (or points, etc.) over a period of time, in such a way that the interval of time for each object is related to number of objects and the desired period of time. Let's say you have 10 objects, and you want to animate all of them over 3 seconds, with some time offset for each object. With this formula you can change the number of objects, adjust the amount of offset or adjust the period of time, and each object will automatically adjust its start and end time, so all object animation will fit within the specified period of time. I came up with this formula when I was working on AfterEffects. I was always looking for a procedural way to offset animation of several layers. this is the formula: n = numLayers - .. offset 0 --> 1 progress 0 --> 100 Start: 100 * (index - 1) * offset / n End: 100 - (100 * (n - index) * offset) / n ease(progress, start, end, 0, 100) Recently, I started learning Houdini and VEX. I was curious to see the application of this formula inside Houdini. then I found this thread: http://forums.odforce.net/topic/24056-learning-vex-via-animated-gifs-bees-bombs/ in the example of Twisting Box, matt uses "smooth" function. this is what I was looking for: smooth() function in Houdini is the equivalent to ease() function in AfterEffects. The attached hip file contains 2 applications of the formula, one based on the number of objects to be stamped (using @ptnum); the second based on the position of points (@P.z) offsetAnimation.hipnc
  17. Hey guys, I'm trying to drive a animation with noise and I need the numbers to be intergers from 1-4, tried in vops to fit range and clamp but I can't figure out, I get floats animating but cant make them round numbers. Also, there's any possibility to keep the smooth animation of colors (this will drive polygon subdivisions) with intergers somehow? Hip attached, thanks in advance! Cheers! noiseint.hipnc
  18. Hi everyone, I'm in desperate need of some help. For whatever reason I decided to take an Visual Effects Unit for my final year of Animation at Uni and I am completely stumped. Houdini is a completely new area for me and I have so little time to finish my project I am having trouble even understanding what it is I need to do to achieve my final goal. I am wanting to create a simulation which looks like a massive group of ball pit balls dropping onto the floor (I'm incorporating live action footage to the simulation). I'll attach the file with what I've done so far. I'm still playing around with the amount and lining it up with the footage and stuff but I would really love to make them appear more bouncy and also any tips on how I should make them look like they're less shiny and more matte like ball pit balls? Do I need to do that when rendering or incorporate it now? Thank you so much!! Any help would be appreciated! P.S Anyone who could explain this in pure simpleton terms would be amazing Ball Pit Ball Simulation.hipnc
  19. 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.
  20. 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
  21. 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
  22. Animation export to Unity

    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.
  23. 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
  24. 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
  25. Compositing Artist

    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
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