Sunday, 23 July 2017

Crowd Course Finally Done!

I'm sorry for the lack of updates, but I'm finally done with my crowd course which took way longer to finish than I thought it would. I’m really proud of the result though and I’ve basically done a 2 hours course in the same fast paced tempo as my short tutorials. I will now get back to doing short ones! :)



Meanwhile if you are interested in crowds and want to see what I’ve been up to, you can go to the course here: Crowds for Feature Film in Houdini

In this you will learn how to import your own characters into the crowd system, set up loops and transitions for your animation clips, set up a simulation without any shelf tools, set up behaviours and triggers, shade and finally render your crowds.The course is also split up in short chapters so you can, with ease, find exactly what you are looking for when revisiting the videos after your first playthrough


Last, but not least, I want to thank Centroids who helped me capturing all the mocap for the course which was obviously a huge help!



Sunday, 16 July 2017

Lack of Updates

I know that there haven't been that much excitement on this blog for a while. The reason for this is that I've been spending time on creating a 2 hours Crowd Course for Houdini. More info on this will come shortly, but don't worry. I'll be posting new free tutorials soon. :)

Sunday, 14 May 2017

How to Create Custom Constraints for Your Ragdolls in VEX

In this tutorial I’m talking about how to create custom constraints in VEX for your ragdoll sim. Unfortunately I got over my 10 minutes limit, but there was just so much stuff that I needed to squeeze in.

It’s a bit technical so you probably need to have some basic understanding of VEX and ragdolls to be able to appreciate it.








If you don’t want to write the code yourself you can copy it from here:

int number_of_agents=npoints(1)-1;

string left_hand;
string right_hand;

int pointID_left;
int pointID_right;

for(int i=0; i<number_of_agents;i++){

left_hand=sprintf("mocapbiped3_%d/LeftFingerBase_To_LeftHandIndex1",i);
right_hand=sprintf("mocapbiped3_%d/RightFingerBase_To_RightHandIndex1",i+1);
   
    pointID_left=findattribval(0,"point", "name", left_hand,0);
    pointID_right=findattribval(0,"point", "name", right_hand,0);  
 
    int primID=addprim(0,"polyline", pointID_left, pointID_right);
    setprimattrib(0,"constraint_name", primID, "Pin","set");

}

Sunday, 16 April 2017

Emit Particles from Geometry Intersections

In this tutorial I’m showing how you can use the Intersection Analysis tool to create emitters whenever you have geometry that intersect.


Sunday, 2 April 2017

Combining Solvers With a Multi-Solver

A cool thing that you can do in Houdini is to stack solvers with the help of a multi-solver. In this tutorial I'm showing a simple example of this by using a pop solver together with a bullet solver.

Sunday, 12 March 2017

Basic Material Style Sheets in Houdini

There seems to be a lot of confusion around Material Style Sheets in Houdini so I decided to make a very basic tutorial about it.


Quick Tip: Using the built in mocap biped 3 for crowds


I got some questions about how to use Houdini's built in mocap biped 3 instead of an fbx for your crowds so I decided to make a quick video about it.