blockhead Posted June 21, 2019 Share Posted June 21, 2019 Hello everyone! I recently saw this effect created with TyFlow in 3DS Max. I'm curious how one would approach this effect in Houdini. https://www.reddit.com/r/Simulated/comments/9i56uk/earthworms_jim_nightmare_fuel/ I'm not a total Houdini noob but noobish enough, any insight would be super helpful! Quote Link to comment Share on other sites More sharing options...
mestela Posted June 23, 2019 Share Posted June 23, 2019 This is more comedy than horror, but might give you some ideas. Need a better way to stick the worms to the character, right now I'm just doing a lowbrow 'find the closest point and head there, plus up a bit', so the worms throw themselves in a rather madcap way. I'm sure you or someone else can improve on this! vellum_worm_guy.hip 2 Quote Link to comment Share on other sites More sharing options...
mestela Posted June 24, 2019 Share Posted June 24, 2019 Getting better, trying a fakey way of setting attachment points. I know the right way is to run this in a proper dopnet rather than the vellum solver, but meh... vellum_worm_guy_v02.hip 1 Quote Link to comment Share on other sites More sharing options...
blockhead Posted June 24, 2019 Author Share Posted June 24, 2019 Hey mestela! Thanks for the responses and .hip file--definitely looks promising. I'll dig through it and see what I can learn! Cheers! Quote Link to comment Share on other sites More sharing options...
Andrea Posted June 24, 2019 Share Posted June 24, 2019 I need to give to this a proper try but that's funny Here's an attempt. I generated the constraints during the vellum simulation to attach the worms to some points moving with the geometry. The movement of the worms is done with pop wind noise. Next step is to make them follow the moving character 1 Quote Link to comment Share on other sites More sharing options...
blockhead Posted June 24, 2019 Author Share Posted June 24, 2019 Really cool Andrea, that looks great! Soon as I get a chance I'll play around some more. Hopefully I can achieve a similar result! Thanks for the tips. Quote Link to comment Share on other sites More sharing options...
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