Procedurally add some more realistic movements to the walk cycle animation.
Read MoreI finally started a new Blender channel on Youtube, it’s about time!
Read MoreCreating Toon Animation with Houdini’s COPs and Blender Toon Shaders. zBrush’s NPR Filter inspired me to explore more ways to create Toon and Stylized animation.
Read MoreI often interchange between using the Transform node and the Edit node in Houdini and I was asked in the comments on one of my Youtube tutorials, why I choose the Edit node over the Transform node?
Read MoreRemap my Procedural Animated Flapping Wings to a full 3D Model Mesh and drive the flapping wing animation
Read MoreProcedural Animated Legs generated in Houdini! Still in proof of concept stage, but I think it’s getting somewhere.
Read MoreProcedural Animated Wings generated in Houdini
Read MoreMy Procedural Animation Test that procedurally generates flapping wings inspired by Sculpted Animation, also known as Key Meshing in Blender
Read MoreTo create the growth activation effect you see in the animation, you slowly wake up the grains, but not all at once.
Read MorePolishing up the Grains Simulation Visual Effect. Terrain is made with Heightfields in Houdini and added a Vellum Grains simulation for rock slide effect.
Read MoreAdding Vellum Grains Simulation to my Heightfield Terrain created in Houdini from the previous couple of posts.
Read MoreThis post is inspired by Andrey Lebrov’s Spring CG Channel that was announced on his Youtube channel. I had always wanted to learn Substance Painter to enhance my Houdini Heightfield terrains. And also solve my UV issues with Heightfields in Houdini.
Read MoreBreakdown of Terrain Generated in Houdini with Heighfields, textured in Substance Painter and Substance Designer for the water material. Thorough step by step process with images along each step. Masking heightfield layers and texturing them in Painter.
Read MoreThere’s a correction I need to do for a tutorial video I posted. In the video, “Camera Tracking Objects by Translation Position” at 14:17 to 15:13 on the timeline I made a mistake in editing. I am trying to demonstrate how to adjust the Camera position in the SOP Level, but I mistakenly put the transform node in the wrong place in the network.
Read MoreHow can Houdini Help? As the world enter a new day with lock downs and the world changes adjust its life style, I hear more and more brave souls that are trying their best to help out the situation and save lives. I can’t help it by ask myself how I can help?
Read MoreI continue from the last video on setting up the Agents and Crowd simulation, using those same agents to Avoiding Obstacles and add more complexity to the Crowd simulation by creating a main walk path from a curve node.
Read MoreThe Crowd tools in Houdini is optimized very well. The 3D animated characters used in the Crowd system are known as Crowd Agents in Houdini. Houdini bakes the animations and a name is assigned to the animation for the corresponding agent. This makes it easy to attach several animations to one rigged character.
Read MoreIn this article, I demonstrate how to setup a very defined force field that will influence certain geometries in the destruction simulation. This should leave certain geometries in the same dopnet unaffected by the forces, but still have forces affect selected geometries.
Read MoreBoolean Fracture node automatically assigns unique names to each fractured piece and automatically sets up glue constraints for us. Here I show a demonstration on how to use the Boolean Fracture node for a simple dopnet simulation.
Read MoreBoolean logic is all about shape relationships. Cutting holes into a geometry with another geometry or combination of different geometrical shapes to create new shapes.
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