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Found 193 results

  1. Hey People, so as the title says I am doing a rigged character with frankenmuscles. I modelled the character, muscles and skeleton in Zbrush and rigged it in Houdini for some quick tests. I have seen that many people are longing for a step by step guide on how to muscle rig a character. I want to use this opportunity to find out myself how this system like the tissue solver works and set out a small guide how to replicate this yourself but for now it's more or less trial and error (geo moving away from rest position and stuff). If you want to contribute and help get this thread get stuffed with pro tips on this topic, i urge you to please do so. Here are some screenshots of the progress so far, as i said the franken muscle is deviating from its original geo position but i'll hope to figure out fast why this happens. I'll make sure to include a basic small setup .hip file for better understanding. (at least for now with my character geo this would be to big)
  2. Hello, I have a rigged character in H 18 and my Groom is not following the characters animation. This only occurs once I have placed a guidegroom modifier in the Groom node. If I bypass the guidegroom the animation works and the hair deforms properly. Of course, without the guidegroom the hair simply stands up and looks incorrect. I have attached a sample file highlighting the problem. How can I fix this? Test_Rig_hair_NoShaders.hiplc
  3. Hey all, I have a simulation of two pieces of vellum cloth I've glued together. After the sim I would like to snap the points together to make sure there aren't any gaps. It looks good on the first frame but once it starts moving the points update and cause a flicker. Is there anyway to snap the points and keep them snapped? Or is there a better way to do this? I've attached a simplified file, the original sim has more points and is more tangled unfortunately. Thanks! Snap_Vellum_Points_01.hiplc
  4. Hi, newbish to Houdini. Stuck on how to apply a vellum animation to another object. I have a mesh that is very high poly with holes, I have taken an earlier version of the mesh before it got detailed and have a basic vellum ballon sim collapsing to the floor. How do I transfer the vellum animation over to the higher detailed model? I thought it would be with pin constraints, forcing the other model to copy the vellum animation, but I can only find information about getting the vellum to follow the other objects animation, not the other way around. Can anyone point me in the direction of what I need? Bex Vellum.hip
  5. Hi everyone, I have a gltf scene which contains a mesh of a rigged character and three different animated poses. I can import the whole scene, but cannot manage to make the character move. Where can i actually find those animations?
  6. Hi guys, I'm wondering how to get the best approch for rotating a bottle on border and then stabilize in a realistic way? rotation slowly and then faster to then stibilyze.. Thank you for your help.
  7. Hello communities, I hope you are well ? And let 3D run on computers !! My concern for the day is quite simple, I am making a layout for a future project. I assure you the movement will be much prettier and better composed thereafter. I impose a limit on doing all of the ship and camera animation in Houdini. Without doing it before in Maya. Currently I use a basic technique which I do not like at all. The simple method of I lock the camera I move in time, I move the camera with the mouse and I key ... Simple but the rendering is not terrible because there are front / rear visually unpleasant. I don't want to put the camera on a spline because it's too linear and soft The Layout test 1 : youtube.com/watch?v=hPxC-DUwXqQ I thought of a draw system with 3 levels one for the translate, one for the rotate, and pivot? Is it achievable? Do you have techniques for me to improve? Thank you very much in advance for your feedback. Nodalception
  8. Hi people, I'm wanting to drop and object as an RBD sim, but have it finish in a specific xyz position and orientation. Basically, I want to drop a bunch of letters and have them form a word. At the moment, they land as I expected they would, but I was wondering if I could 'nudge' them to land in the right place? The realism of the sim isn't too important, but it would be difficult to get the feeling of them falling, if I tried to animate the letters by hand from start to finish. Can I cache the sim and add a value to it, over time, so it ends where I want it to? Can I run the sim and add to the XYZ co-ords as it's running? I could, of course, sim it in Maya or 3ds Max... convert it to keyframes... blend in a final rest pose... and import the Alembic, but I wanted to know if I could do the whole thing in Houdini before reverting to a method I actually know? Thanks
  9. I'm trying to find out how you go about making animated textures so I can have animated thumb marks on my Clay material but can't seem to find any resources on how to do any texture animation whatsoever The effect I'm trying to create: https://www.youtube.com/watch?v=wTu3Xssw67Q&t=19s
  10. Hi, in this tutorial you will learn procedural animation with powerful procedural tools in Houdini. Excellent for Beginner Houdini users, users migrating from other 3D content creation packages (e.g., Blender, 3DMax), anyone interested in Houdini and use it in procedural animation. Download for free: https://artstn.co/m/oJoN WHAT'S INSIDE? 5 Video Chapters (117 min. of tutorial) Houdini Project File INTRODUCTION Chapter 1 Dividing Geometry Into Blocks - 22 min. Chapter 2 Gradual Emergence of Pieces - 15 min. Chapter 3 Procedural Animation of The Crane - 32 min. Chapter 4 Modeling The Crane - 24 min. Chapter 5 Metal Scaffolding - 24 min. TOOLS Houdini 17.5 / 18 MINIMUM REQUIREMENTS Houdini Beginner Download for free: https://artstn.co/m/oJoN
  11. Hi I'm trying in this setup with the Guide Deform SOP but as you can see it really is not working. Please help! Hair Fallout.hiplc
  12. This is one of the FX development I did for the Chinese animated feature 哪吒 (NeZha). All the FX are done in Houdini using flip and custom airfield to generate the waterfall effect, rendered in Mantra and final comp in Nuke.
  13. Hello everyone!! I have a wire animation and i want to "copy stamp" on a sphere, but the normals of the animation are wrong, and I can´t solve it in any way.... :S I tryed to rotate my wire on a "Z" axys, but there has been no luck... can anybody help me? I share my .HIP file and the reference that i want to achieve. THANKS IN ADVANCE! knitting_normals.hiplc
  14. hey all! Imagine you have a whole bunch of stuff, add an exploded view node, animate the scale and then you want to export that animation to unity. So far I tried using filmbox fbx with but the animation is missing in unity but shows up maya. I also tried using rbd to fbx from the game tools and packing everything to rbd before but the model aswell as the animation break in that case. what is the correct / standard way to export this?
  15. Hello! Is there a way to Animate Division Size parameter of a Smoke Object in Houdini Pyro? I tried keyframe it without success. Let's say I want 0.03 at the beginning of the shot and then slowly reduce the division size as the camera flyes away? What is the best approach of achieving this? Thank you guys
  16. Waterfall Bending VFX breakdown from 哪吒 (NeZha). I was responsible for all the FX and rendering FX elements. All the FX are created in Houdini and render in Houdini Mantra, final composite done in Nuke.
  18. Senior Houdini Artist (Remote)

    Artist Michelle Lopez is seeking a part-time temporary mid-senior level animator to modify an existing 360 degree animation of an explosion depicting moving debris. Seeking artist with 3-5 years production Houdini experience and 1-2 years Nuke experience for 1-3 weeks of remote work, freelance flexible schedule. The video will be one aspect of an immersive video and sound installation to be presented at the Franklin Institute Planetarium in Philadelphia. The video brings together natural disasters, cultural iconography, the aftermath of violence and visualizations of entropy. Please reach out with reel/resume to michellelopez@me.com Low_Res_Joplin_Snip.mov
  19. What I'm looking for is an object to follow an elliptical curve, accelerating near the perigee and decelerating near the apogee. Theoretically I could wrestle with magnet forces and do a sim for this, but I feel that (1) that'd be unnecessarily complicated, and (2) that this is going to be a collider for another sim, and that might muck it up. I've tried follow path and using primuv, but I have not been able to find a way to accelerate and decelerate them as they follow the curve. I've tried something, attached, that is MOSTLY working. I get velocities from the tangent normals of the orbit curve, and a velocity multiplier based on the min and max x positions along the curve, so at the perigee the velocity multiplier is 1 (or whatever), and at the apogee it's 0.1. Using a solver SOP, each frame I transfer the curvevel attribute to the ball orbiting object at its current location, and then use @P += @curvevel. This actually works for the most part, except the orbiting object keeps going further and further out, creating a spiral orbit. Furthermore, even though I have a wrangle setting its initial position to be at point 0 of the path curve, starts farther away.(Also, I will need to figure out a way to orient it so it's always looking forward, but that will be easy enough, methinks.) I assume I'm missing something obvious within the solver SOP. This might be easy and dumb, so thanks for any help. (Also, if there's just a way better way to do this, I'm open to suggestions!) orbit_setup.hiplc
  20. Hi there, Rainbow CGI (location Rome, Italy) looking for FX Artist (with Houdini) and for Compositor (Nuke). general requirement: minimum experience in production 2 years good knowledge of Houdini (for FX artist position) or Nuke good knowledge of Nuke (for compositing position) respect for deadline problem solving and available to work with team for compositor skills like rotoscope, camera track and clean-plane is essentially For apply you can visit the website (http://www.rbw-cgi.it) or write to - recruiting@rbw-cgi.it Good luck! Matteo Ps. Send me a message if you should apply so I can said to the HR
  21. Cloth wrapping animation

    So, I have a task to wrap rubber flexible mat around object. It is 1x1 meter electric insulation, and i need animation than shows how to wrap mat step by step using hands. I'm very new in Houdini, and not have experience in vex or other scripting, i'm trying to use only nodes. I came to next decision: I'm using vellum cloth as base, and some spheres in places where i grab cloth to move and drag. This spheres have vellum constraint "attach to geometry" with my cloth. And then i animate sphere moves, and simulate vellum. My problem is next - i don't need move all spheres all time, and in some moments i moving its manually, trying to simulate cloth real falling by gravity. So, how you can expect - it's weird. Does any way to detach and attach constraint attach to geometry not only at start frame, but through all my animaton time?
  22. Divider animation

    Hey people, I saw this free plugin for c4D https://www.behance.net/gallery/89028573/DIVIDER-FREE-C4D-FRAGMENTATION-PLUGIN It's pretty cool and this guy did a great set of animations with it. My question is... Anything ne have an idea of how to implement a similar system in Houdini... I would love to play with it. Thanks. Andy
  23. We are searching for active industry professionals using Houdini for procedural modeling to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation and/or game projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to careers@cgmasteracademy.com.
  24. I manage to find a realistic way to position a train properly on a track. (see file attached) Wagon cannot simply be copied on an animated point on a curve as the centre is offset-ed in turns realistically. A path deformer is out of the question because of the deforming geometry This is my solution. 1) I created a 2 point line for each wagon 2) I path deformed the result 3) created a single point for each of those deformed line to copy each wagon onto, with proper vector for the wagon alignement I feel it is very complicated and i am curious for a better solution. If anyone interested to give his input. train_realistic_track.hip
  25. Hello! I have this two models, one of them is an animated mixamo fbx of a character doing a spin-attack with a sword, and the other is a katana, the mixamo model doesn't have the sword, just the hand open like holding something. I isolated some points on the hand, got the centroid and created a point there, subtracted the position of two points in the palm and the transfered that vector as a normal to the central points where the sword will be, so its aligned to the hand, kind of. This worked for the first frame of the animation but get it comes to the spin the sowrd just keeps the same angle as in the first frame, the long of the sword is correctly oriented but the blade-side of the sword doesn't follow correctly the orientation of the hand. I'm still learning houdini and I for sure missing something and I don't know how to really look up for this anywhere else. Thanks. Here are some snaps: https://gyazo.com/f6dac5288ed223ac63a6ccea8b69fce5 https://gyazo.com/018df6bf2b990d3a9cd2cb8f2b0aff6b https://gyazo.com/0e6803c89574a2899cc7c4ecf005e8fa https://gyazo.com/1f886158016b065d9fca1400ffa4e380