ellietarrant Posted 7 hours ago Share Posted 7 hours ago I've recently set up a full feather groom for a chicken character, I've been looking into the deform nodes - point deform, guide deform and feather deform and I'm struggling to get the feathers to follow the animated mesh. I have been following parts of https://www.andreaskj.com/creating-and-animating-a-bird-in-houdini-solaris-feather-export-hda/ as well as the eagle example on side FX but I dont quite understand the workflow as it seems to be mostly for simulating the feathers themselves on a static mesh. I'm having most trouble understanding the procedurals, with the above link he uses a HDA which has been very helpful but then mentions reimporting it back into sops animating and then importing back to LOPs, I dont quite understand this process and any insight would be super helpful! If anyone could help I would be much appreciated Quote Link to comment Share on other sites More sharing options...
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