Cinematic Destruction Basic Concept #1 - RBD Emission
I 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!
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!
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!
KineFX Animation Basic Concept #6B - Procedural Animation Workflow
Procedural 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!
KineFX Animation Basic Concept #6 - Procedural Animation
What 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!
KineFX Animation Basic Concept #5B & #5C - Animation Workflow
I 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!
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!