


Next, we show you how to work with the Edit Capture Regions Tool and how it can be used to adjust the area of effect for each Capture Region quickly and easily. You will also be introduced to Capture Regions, Deform Regions, and both Point and Detail Capture attributes.
#Houdini free rig full
In this way, the artist is given full control over choosing and blending between a variety of different capture setups, allowing for highly customizable control and deformation!Īlong the way, you’ll learn about some new Surface Operators (SOPs) including the Capture SOP and the Deform SOP. We also look at even more technical applications of the capturing process, by demonstrating the use of multiple blends between different layers of capture data. In overview, the course of the lecture spans not only the application of Capturing, but also several means of control and adjustment for vertex weighting of your captured geometry, as well as how you can mirror your capture work to the opposite side of your model. You will get to see a great deal of technical whiteboard-style lecture that shows you exactly what is taking place under Houdini’s hood when using the Capturing system. In doing so, you’ll gain a more intimate understanding of how the Capture Geometry Tool actually goes about working with your skeleton and your geometry and helping you to see how best to use it to capture your geometry in the future
#Houdini free rig manual
We will show you the complete process of capturing your geometry to your rig using both manual means as well as the Capture Geometry Tool. Welcome to Technical Rigging II, the second volume of the Houdini Technical Rigging Series! This volume focuses on the process of “capturing” in Houdini, which is commonly referred to as “skinning” in many other 3D applications. Note: This video assumes basic knowledge of programming with the Python programming language! Next, we take things a step further, showing you how interfaces can be layered onto your bones, allowing for direct Forward Kinematic (FK) control over the skeletal system!īut things don’t stop there! We push the technical aspect to the next level by showing you how you can use the Python programming language to create your own customized tool for automatic generation of skeletal control objects, allowing you to jump start your skill set as a true tool-developing technical director!įinally, we bring it all together by showing you how the entire process can be applied to create a custom animation rig for a 3D model of a spider! From there, the lecture then covers the process of bone creation and the workflow for using bones in Houdini, allowing the viewer to create skeletal systems for their rigs. In this volume, we introduce you to some of the foundational elements of the rigging process, helping you learn the basics of rigging your own characters and creations in Houdini! The volume begins with an overview of the process of rigging itself, discussing the role of rigging in a production pipeline. Welcome to Technical Rigging I, the first volume of the Houdini Technical Rigging Series.

Title:?3DBuzz – Technical Rigging Houdini Volumes 1 – 5 3DBuzz – Technical Rigging Houdini Volumes 1 – 5
