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Found 10 results

  1. Has anyone ever tried anything like this: Looks like it would be great fun to try and Houdini could be perfect for it! Then if it was integrated with basic crowd sim (Houdini 14 crowd tools??) rules it could give some very interesting results! I'm working with Miarmy on a job at the moment and the main that it lacks is this kind of intelligence and procedural animation.. Would be great to have the best of both!
  2. Mr.

    Hi, I'm new here, and to Houdini. I've modeled a simple character and rigged him but I can't translate or scale him except by his root null otherwise his skin goes crazy. I've attached the HIP file. I'm sure the fix is simple but its eluding me. Any help is appreciated. after scaling: guy 3d for od force.hip Thanks.
  3. This is my second installment in a houdini quasi-tutorial series; this is a setup to pre-shatter and sim a deforming character with accurate shatter deformations, custom rigid body activation, bullet packed primitive RBD setup, and post-sim multi-tile UV setup for greater flexibility. I will be following up this tutorial with another on how to create a custom shader setup that includes accurate inside displacements, multi-tile UV layered shader setup for separate shaders/displacement for inside and outside pieces, and how to mix true displacement and bump maps together in one setup Hope some of you find this helpful! Note- As are most things on the forum, this setup is a result of research and techniques compiled from both personal workflows and development and various techniques found here on the forum and elsewhere So thank you to everyone who posts here to share workflows and ideas to make these tutorials possible NJ_character_crumble.hip
  4. Junkie Turtle

    Some tests with an in-house character. Evrything (modelling, rigging, animation, shading, rendering) is Houdini + Mantra.
  5. I want to know about a similar wokflow on character animation, including character set, quick selection sets, copyng keys, etc. Thanks
  6. Hi All, I'm about to buy a human model from turbosquid for a project, as I don't have the time to model/rig myself in this instance. My question is: If the model I want to buy comes in '3dsmax 2012' format, will I be able to export it from max so that it's compatible with Houdini & keep all the bones/materials/UV's in tact? Ideally I'd like the download in .fbx, but it's pretty expensive, so I don't want to run the risk of downloading a 3dsmax scene file by accident & not being able to convert. Anyone have any thoughts? I''m looking forward to the day when Turbosquid is full of Alembics Thanks!
  7. Hi Guys, cmivfx.com just released my latest training, I know this would be very useful, the content is amazing, I'm very proud of what I did, hope you guys like it. Thank you https://vimeo.com/97522457 cmivfx.com/store/597-Houdini+Python+Character+Picker cmiVFX brings you a brand new and improved Houdini Python Character Picker using PySide, this series will bring to you the tools to tackle everything you need to know to take advantage of the amazing Qt Framework + Houdini Combo, by using the Qt Python binding PySide, you can do everything your artist can imagine. Every studio in the work requires to develop custom tools to serve project, which makes repetitive, complex tasks easier and more productive, also helps you extend the standard tools and having a great interface for it that can be made really quick and looks just like any other tool in Houdini thanks to the great python integration. So this is not just a simple tutorial, this is career building information. Short Description Get ready to polish your custom tool chops, here you’ll learn everything you need to know to take advantage of the amazing Qt Framework, that will interface throw the incredible and open source PySide Python bindings. You’ll learn how to work as you’re used to work in python and take full advantage without any restriction to both Houdini and the Qt Framework, there’s is no limit of what you can achieve and the most important part is, your animators are going to be so happy and they will work more, so let’s dive in and start creating amazing tools and making artist happy.
  8. Hi! I've been very impressed by Weta's "Digital Tissues" ( http://www.fxguide.com/fxguidetv/fxguidetv-166-weta-digitals-tissue-system/ ) so decides to try to create simplified muscle rig. The target: 1. Muscles can be created procedurally. 2. Muscles can be created manually (sculpted) but placed procedurally. 3. Muscles not intersected with bones or another muscle layer. 4. Muscles can move by active or passive way (joint bended by muscle itself or by another force). 5. Muscle can be affected by gravity, acceleration, in-between muscle layer or skin. So, this is the first, very simple iteration: How this works for now? (simplifier version): We have a shulder and sub-shoulder: Place the main points of muscle and tendon attachment: Generate the points normals, perpendicular to surfaces: Project points to surfaces: Left muscle points only: Generate the spline from one muscle point to another on bone surface: Sure, we can do the same including the tendon' attachment: Now generate the muscle based on this spline and given muscle profile: The parameters of muscle: The form of muscle is based on "form" curve. The form changes with muscle contraction is controlled by "width scale" and "height scale" curves. They depend from joint angle. So, to be continued! Any questions or suggestions is welcome!
  9. Santa & Klaus

    Dear odforce community, we (WE CAN DANCE Animation Studio) are working hard on our Christmas Animation Short for 2012 - "Santa & Klaus". After several years of half baked attempts this is the first time we really committed to producing a true character animation piece. Everything is being done in Houdini except for the animation which we unfortunately had to do in Maya due to the limited amount of Houdini Rigging and Animation Artists. We are however interested in developing a full Houdini Character Animation pipeline in the future if we are sure to have enough skilled artists at our disposal (feel free to contact us). With this animation piece we are venturing in several new areas that we haven't done before like skin shading and fur as well as the overall sheer amount of work that has to be done to finish something like this. I would like to use this thread for three things. First to show you regular updates on our progress. Second to get some feedback (which however might not be implemented as our deadline is rather tight but is definitely appreciated and discussed). And third to get technical help if we might get stuck in an area we aren't very experienced in yet. I will try to post updates and pictures as regularly as possible. Posts in this thread might be a little bit on the technical side while the artier (is this a word?) side can be seen at http://santa-und-klaus.tumblr.com We hope you find this thread interesting and entertaining. Best regards, WE CAN DANCE Animation Studio
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