Posts tagged houdini procedural
Intro to MetaHuman in Unreal Engine & Houdini KineFX for Animation

In this video, I'll go over some basics of Epic Games' MetaHumans, more of an introduction showcasing the features and existing products that augment the MetaHuman animation for ease of use and performance. I start off by showcasing a short animation video I did using MetaHumans and breakdown on how I did it and what tools I used. This is where I feel Unreal Engine and Houdini will shine when used together.

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KineFX Animation Basic Concept #7B - Intelligent Controls

In this video, I expand on the previous topic and we create intelligent rig controls that reacts to the environment around the rig. This automates a portion of the animation and makes life so much more easier when it comes to animation. This video demonstrates a simple example of a Campass Rig, but I'm hoping this will inspire you to think of different ideas for other rigs to make more complex animations!

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KineFX Animation Basic Concept #7 Custom Controls

We get to create some more advanced Custom Controls for our rigs in Houdini. We'll use another rig to control our character rig. Imagine the possibilities of this technique! We'll be able to use so many different ways of creating animations. Imagine adding procedural animation on top of all this! It can only get more awesome from here on!

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Vellum Modeling Examples! Procedural Modeling Techniques Part 2

In this video, I show you 9 different small and large scale scenes powered by vellum that can be surprisingly easy to create! Scrap Paper, Posters flying through City, Flapping Wings, Ice Cream, Flat Tires, Pillows, Coat Hanger, Vellum Skin, & Table Cloth.

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Snowflake Generator HDA!

I wanted to do something Christmas themed and I wanted to do some more procedural modeling. This snowflake was the perfect project! I will be doing a deep dive into this little snowflake and showing a live explanation on how I created this HDA. And as usual the Snowflake HDA will be available for

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Procedural City v5 (stacking UDIM's)

City HDA can generate different components in the city, including buildings, doorway path for the buildings, windows for the buildings, grassland, roads with UV’s directional flow, and sidewalks with UV’s directional flow, street lamps. This is only the start and I wish to create much more detailed geometry to populate within the city. I’m hoping this will become a great asset in game development or even film for a urban city environment settings.

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Vellum Clothing Part 1 - Create Belts & Tie Knots

In this stream video, I demonstrate how to use the Vellum Solver to tie knots and model a belt for a character. I briefly go over the Vellum Clothing creation for the Tommy character that is a built-in Houdini character, which I will be hosting a more detailed step by step Live Stream soon in the coming days. The robe creation will be Part 2 in this mini-series.

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