In this video, I demonstrate how to setup Crowd Triggers in Houdini using the Animation States that were shown in previous videos.
Read MoreNew version of my Head Generator HDA v3 for Houdini!
Read MoreIn this video, I demonstrate how you can fix the origin and pivot point of character animations for Crowd Agents in Houdini. Some animations contain movement data that tells Houdini and the Crowd Solver where the character is moving or when the character stops in place briefly for complex motions, like fighting actions and being hit feedback motions. If Houdini and the Crowd Solver doesn't know about these, it'll just treat it as a constant moving character causes unpredictable results. Here I'll show you how to fix this issue and get more realistic results out of your animations.
Read MoreIn this video, I demonstrate how to add custom animations to your character, animations that you either made yourself one keyframe at a time or bought online or downloaded from mixamo. We'll then convert it into a Crowd Agent and you'll get to attach your custom animations to Crowd States and Agents.
Read MoreHow do you prevent Crowd Agents from colliding with each other in a Crowd Simulation in Houdini? The answer is Avoidance! But it doesn’t work the same way as you might think it does with RBD Collisions. In this video lesson, I explore how Avoidance works in Houdini’s Crowd Solver.
Read MoreAdding animations to the characters in the Crowd simulation in Houdini really makes a scene come alive. You can easily create large scenes with Crowds making for a very busy and urban look.
Read MoreKickstarting a new Houdini mini-series on Crowds! Create massive scenes with ease using Houdini! You’ll find creating these massive Crowd simulations isn’t as much work as you would expect in comparison to the resulting scene.
Read MoreIn this video, I continue off from the previous 6A and we'll take all the RBD simulation data and transfer it to a high poly version of our original geometry!
Read MoreWe're going to have some fun with RBD Destruction and use RBD collisions to help us create deformations. This is incredibly useful and so fast in terms of performance. The Soft Constraints in the RBD Solver help hold the fractured geometry together while we convert the destruction into deformation!
Read MoreThings get more interesting in this video, we'll source RBD emission points depending on what the animation of other objects or characters are doing. By using this technique, RBD emission can become very useful for different types of scenes. Here I'll show you one way of using it, but the technique can be used in any type of scenes. I'll also show you different ideas where RBD emission can be applicable in different types of scenes.
Read MoreIn this video, I start making the RBD Emission Source objects more interesting by throwing in RBD Fractured Pieces into the Emission source of the simulation instead of using Platonic Geometry that was shown in Concept 1. This will build up to the next video where we take things up even higher up a notch and create more realistic destruction scenes.
Read MoreI take the RBD Fractured cube from the previous tutorial and we'll start creating constraints right away. I'll use different ways of creating the same constraints and go over how to manually create the constraints from scratch. We'll create the poly lines and add in the missing attribute data to the poly lines to complete the constraints and make it ready for use for the RBD SOP nodes. Then I'll go over the Soft Constraints and show you how to have some real fun!
Read MoreWe're back to basics to cover all the newer RBD SOP nodes that I haven't covered yet on my channel. This video is more of a remake of a previous video because Houdini new has these new RBD SOP nodes. I wanted to show you how to fracture it manually and how you can use the RBD SOP nodes to fracture different polygons as well.
Read MoreI kickstart a new series on Destruction in Houdini! I begin with RBD emissions, which is a relatively simple way of creating rigid body dynamics and is a very simple simulation to setup. I find that there is so much potential for a huge variety of applications for RBD emission!
Read MoreIn 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!
Read MoreWe 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!
Read MoreProcedural Animation in Houdini! Using a simple sine wave to drive a variety of different animations in Houdini! In this video, you’ll get to see the power of a what a simple sine wave formula can generate natural looking character animations!
Read MoreWhat is Procedural Animation? What makesWhat is Procedural Animation? What makes an animation procedural? In this video, I explore some of the basics that makes an animation procedural and demonstrate how the sine wave can easily bring a character to life through animation! an animation procedural? In this video, I explore some of the basics that makes an animation procedural and demonstrate how the sine wave can easily bring a character to life!
Read MoreI use a new character that I've made to show case how to setup the animate and setup the IK Controls utilizing all the Basic Concept videos up until now in this Kine-FX mini-series for Houdini! There's a lot of new tips and tricks within this video that are only available in this video, that will help you rig & animate characters in Houdini using Kine-FX!
Read Morewe'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.
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