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Hi! My name is Gosha, I'm rigging / animation director in own studio/agency. I'm looking for rigging partner for our studio. 1st job is to re-create such Qwill snail rig in Houdini: Desired rigging skills style remind Rok Andic approach; (he told me he is busy that's why I'm still in search mod for long terms with cool rigger) I'll provide original Qwill rig descriptions; With selected candidate I'll share original maya rig where you can check base mechanics and current issues to think avoid such in new Houdini rig; Ideally if you're be familiar with Move Along Curve rigging approach (like in Ozone by Rich Hurrey); I already have cool animator who is capable to animate it all That your rigging job will be animated well and you can take in into your portfolio. $$ reward discussible, feel free to suggest your rates. firstname.lastname@example.org telegram @digitaldosyanich
Hello, I am currently trying to recreate/adapt a cartoon eye rig in houdini with help of a blender tutorial. Its basically 4 different spheres all controlled by a lattice to get the cartoonish transforms. Only exception is the actual eye geo where only the sclera part is deformed by the lattice (with a point group)! Now I am at a point in the tutorial where the Iris and Pupil parts are supposed to be pushed out closer to the surface of the cornea as soon as the eye rotates (pic2). In the blender tutorial this is done with a hook modifier. If I understand correctly its more or less the equivalent of a soft transform on a point group in houdini. I tried different kind of approaches with constraints, expressions and VOPSOPs but I just can't seem to get it to work properly. If anyone has any ideas on how to do this I would be very thankful and glad to hear them! Maybe someone knows the original tutorial? Link to the blender Tutorial...paid so unfornately not much to see EyeRig3.hipnc