KineFX Animation Basic Concept #5 - Rotations Inheritance
we'll explore how the Full Body IK node in Houdini is used for quick character animations for long chains of rigged bones. This workflow is especially useful for animating with tails, fingers, ropes, tentacles, or anything that has a long chain of bones.
KineFX Animation Basic Concept #4 - Layering IK Nodes
I go over another technique you can use for Rig Posing with Houdini's KineFX system. By Layering the Full Body IK nodes and organize the rig poses into groups, it will make our Character Posing tasks a lot more efficient. Non-destructive rig posing! We can take this to a new level and tackle some more complex character poses that involves more limbs and requires more adjustments.
KineFX Animation Basic Concept #3B - Rig Posing Workflow
I demonstrate how we can use what has been taught up until now with Houdini's Kine-FX techniques and character rig posing to create a scene where the Octopus grabs onto a balloon. The Kine-FX is combined with some tricks in the viewport and Vellum Simulation to make the wrinkles in the balloon and make our lives easier rather than modeling the wrinkles manually. I hope this will inspire more ideas for future projects of your own!
KineFX Animation Basic Concept #3 - Priority
I demonstrate how priority can be added to the IK Control Bones and tell Houdini’s Kine-FX system which bones should be followed more closely than others. This will allow us more control over posing the characters and makes posing much easier!
KineFX Animation Basic Concept #2 - IK Controls & Anchor Points
We start digging deeper into Houdini's Kine-FX world by introducing the IK Full Body node. You're going to love this node! It makes character posing so much easier! And if you use the workflow I suggest in the video, you'll find that you don't need any bone remapping at all!
KineFX Animation Basic Concept #1 - Simple Setup
A very super simple introduction for those that have never touched KineFX in Houdini before. This video is meant to be very simple and if you have any experience with KineFX, you should probably skip to the next KineFX Animation Basic Concept #2 IK Controls.
Cross Product Basic Concept #5 Examples!
This post is full of example projects of Crowds, Kine-FX, Vellum, Geometry deformation, and more! All driven by the Cross Product. I wanted to illustrate what the Cross Product can do and show you the power that's in your hand from all the knowledge we learned throughout this whole Cross Product mini-series. I hope you enjoy this video! It has a lot of goodies in it. I especially liked the Kine-FX & Crowds integration. By using the Cross Product I can manipulate the Crowd Agent rigs and interact with the environment.
Cross Product Basic Concept #4 Part 3 VEX Coding
This is the last part 3, for Cross Product Basic Concept #4! In this video, we complete the robot and sphere scene and implement everything we learned so far into VEX in Houdini. In Part 2, which was a Math Lesson of the fundmentals, we take all that knowledge and implement it into CODE! And to take things up even notch, I add a bit more to enhance the code and determine the front and back directions as well.
Cross Product Basic Concept #1
This is more of a re-release of the same Cross Product project that I talked about in a previous Live Stream tutorial on Vellum Paper Tornado. I wasn’t satisfied with my explanation on Cross Product in that video, so I redid only the Cross Product explanations. This will build up to more complex projects I have planned for the near future and we’ll need a good foundation of the Cross Product!
Sine Wave Bookshelf Mini-Series
This is a special for Perk 2 Members-Only mini-series where we look at different procedural modeling techniques, some advanced group selection, and procedural technqiues in Houdini.
Feedback Foreach Loop
In this video, I demonstrate how the Feedback Foreach loop works and how to apply it in procedural modeling techniques to create a bookshelf in a mini-series of Basic Concepts. I start with a simple example and build up into a more advanced setup that makes it easy to digest all the information and you won't get lost in the explanation!
Volume Velocity! Procedural Animation part 3
Building on top of the previous Live Stream, we take the Vector Field we built last week and plug it into different types of simulations. Pyro, Vellum, FLIP, RBD, but due to time constraints, I'm going to focus on the Pyro & Vellum. This really shows the power of vector fields and the limitless applications for different scenes. And it doesn't end there! The reusability is amazing!
Tornado Motion! Procedural Animation Part 2
I take a deep dive into Tornado motion! I'll explain some of the basic concepts needed to create a Vellum Paper tornado motion in Houdini, all the way down to Cross Products and Volume Velocity (aka. vector fields) that will get fed into different simulations.
Procedural Animation! Overview of Ideas!
I explore different ways of creating Procedural Animation and drive simulations in Houdini. Bouncing, jumping, cyclonic tornados, RBD destruction, smoke debri by Pyro, and much more!
Vellum Soft Skin! Procedural Modeling Techniques Part 4!
In this session, I continue off with the Vellum examples and we finally get to talk about Soft Skin! This is probably the most useful technique I love about Vellum in Houdini. It's very handy and can be applicable in so many different scenes and geometries. I'll show you how you can use Vellum to create baggy skin for your character, stack up scoops of ice cream, and create flat tires.
Vellum Paper! Procedural Modeling Techniques Part 3!
In this session, I demonstrate different ways Vellum can be used to create paper effects in Houdini! The beauty of this is that it’s easy and generates very convincing results!
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.