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Character Generator HDA (Body Generator) Ver 1

I created a Character Generator HDA that procedurally generates the Body mesh of a simple character in Houdini. This generator provides a quick way to generator characters for concept design. The generator also provides various parameters to adjust the body build.

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Head Generator HDA v1 (beta release)

Head Generator HDA! Create different character heads on the fly just by dragging the timeline in Houdini, each unique frame number will generate a different head mesh. Make custom adjustments on the head by tweaking the sliders on the HDA. And it gets better! All onward randomly generate heads will be based on your changes!

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Facial Deformer HDA

Lip Sync in Houdini is possible and EASY! I created a Facial Deformer HDA which generates all the different mouth shapes and spit it all out into blendshapes which are necessary for the Lip Sync workflow! Quick and easy! The best thing about my HDA is that I can use it to make different characters talk with lip sync all within a matter of minutes!

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Character Rigs Available!

I think it would be nice to release some of the different character rigs that I’ve used and will continue to use for future projects. You can use these rigs to follow along with the tutorial and try out your own experimental Houdini setups!

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Vellum Clothing Part 2 Belts, Knot Tie Generator HDA

I demonstrate how to attach the Vellum Belt onto an animated character to drive the Vellum Solver of the Belt. I also created a HDA Knot Generator because I found editing the curve shape part was very tedious. I think it's better off making it procedural helps the workflow a lot.

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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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FEM Destruction

Using FEM simulation to destroy a car & faking the FEM interaction with RBD. Here I go over RBD vs FEM destruction and compare between the different techniques for used for destruction. What FEM Destruction can destroy and cannot break apart? When to use FEM for destruction?

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Vellum Skinning used to Improve Character Animations

I'll be demonstrating how you can use Vellum Skin, a technique to fix overlaping geometry in character animations. Vellum Skin is an easy technique that can be used to procedural overcome the intersecting geometry and improve results without setting manual keyframes on the rig pose node.

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Blending FLIP Fluids with Ocean Spectrum

Houdini's Ocean Tools are known to be super fast for generating infinite Ocean waters. To get collisions with Ocean, you'll need the power of FLIP Fluids to do the heavy calculations for collisions in the FLIP solver. You then take the results of the FLIP solver and blend it with the Ocean Spectrum grid to get that infinite ocean look with water collisions.

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Vellum Grains with Crowds

I demonstrate the basics of Houdini’s Vellum Grains simulation and a step by step demonstration of attraction weight, clustering Vellum Constraints, Crowd Agent setup, and dynamically activating Vellum Grains.

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Crowd Simulation with Kine FX Rigged Characters Part 2

Crowds, Ragdolls, Kine FX, RBD Collision! I'm going to build on top of the Kine FX topic and use it to animate the Crowd States in Houdini's Crowd Simulations! I'll be demonstrating how to setup ragdolls and use Crowd Triggers to kickstart the ragdoll state. The most interesting part is probably the RBD collision happening with everything mentioned above!

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Crowd Simulation with Kine FX Rigged Characters Part 1

Crowds, Ragdolls, Kine FX, RBD Collision! I'm going to build on top of the Kine FX topic and use it to animate the Crowd States in Houdini's Crowd Simulations! I'll be demonstrating how to setup ragdolls and use Crowd Triggers to kickstart the ragdoll state. The most interesting part is probably the RBD collision happening with everything mentioned above!

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