FXPHD – HOU209: Dynamic Rigging in Houdini 13


2 GB | Project Files: Included | Software used: Houdini

This course will use a small project to teach some of the new features of Houdini 13, mostly in DOPs, using Bullet Rigid Body Dynamics. New features for this release include the use of Packed Primitives and a much more straightforward workflow with constraints and glue. By the end of this course, we will have gone through the workflow with a sample project of crashing a plane, adding debris, smoke and fire.

Teaching the course Jens Martensson, who is currently working at Framestore in London. Before that he worked at Double Negative as a FX TD on movies like Rush, Fast and Furious 6 and Godzilla. He as always loved Houdini for its approach to 3D, which is more low-level then anything else. And the project for the course is a perfect fit, as he says crashing an airplane is one of his trademarks.

Class 1: A look at one of the new features of Houdini 13 Packed primitives. These new primitives are a very handy way to do Bullet simulation in DOPs. So we look at cutting a simple car up into pieces using the voronoi SOP then convert into Packed Primitives.
Class 2: We look at extending our car simulation with constraints, the new way of creating constraints in Houdini 13. So we will use both glue and normal constraints. All setup is done in SOPs level and then constraints will be updated procedural inside DOPs
Class 3: We extend our car simulation with some more constraint types and problems that may occur when we increase speed of the car.
Class 4: So to this point we just done a basic simulation inside DOP:s, we are going to extend it with the use of a SOP solver insideDOPs.
Class 5: We start on a new project, collaborating with Russell Dodgson’s NUK301 course. The project involves a proper model and animation of a airplane that is crashes on a airstrip in the jungle. Rigging is this weeks topic: how do we pipeline the plane model and set up all the constraints? The plane comes from Maya, as an Alembic Cache from disk, showing how real production is done and how we accommodate changes in the model while we are doing a rig for RBD objects in DOPs
Class 6: The animation has been updated, so has the model has changed. We are going to change the rig to be more production ready, so when animation or the model change, we just plug the new airplane into our scene
Class 7: The sim is looking more or less in the ballpark of what our final one will look like, just need to add some detail in the simulation So we go back to the SOP solver in DOPs and look at how to add some deformations to the plane when it hits the ground.
Class 8: We lock the RBD simulation and add fire/explosion elements. We look at the basic tools inside DOPs to create the explosion simulation.
Class 9: We take the explosion from last week and add it to our rig in SOPs, so if animation changes, we can simply update the rig and simulation will update automatically.
Class 10: Finalise the shot with some rendering, as rendering in Mantra would require a whole term of its own, I will have pre made a Render Scene to create the final elements for comp. So it will be a basic overview of rendering hard surfaces and fluids.

Home Page: _http://www.fxphd.com/fxphd/courseDetails.php?idCourse=419



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FXPHD – HOU209.part1.rar
FXPHD – HOU209.part2.rar
FXPHD – HOU209.part3.rar
FXPHD – HOU209.part4.rar
FXPHD – HOU209.part5.rar
FXPHD – HOU209.part6.rar


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