Creating Procedural Rigs and Controlling Motion in Houdini

In this Houdini tutorial we will build a custom IK and animation setup that fills our surface with little bugs. Software required: Houdini 11.
Course info
Level
Advanced
Updated
Nov 1, 2011
Duration
4h 1m
Table of contents
Description
Course info
Level
Advanced
Updated
Nov 1, 2011
Duration
4h 1m
Description

In this Houdini tutorial we will build a custom IK and animation setup that fills our surface with little bugs. Using DOPs to control initial performance, this tutorial teaches the user how to use extra information like speed, size and orientation and to manage it. We'll be generating little bugs that walk around and avoid one another. We will cover expressions, channel generation, and rendering with physically based rendering. Software required: Houdini 11.

About the author
About the author

After getting his Painting BFA from the Rhode Island School of Design and his MFA in computer graphics from Pratt Institute, Jonah began working as a visual effects artist for film and television.

More from the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] everybody. My name is Jonah. All welcome to the second Houdini tutorial that I'm doing for digital tutors. I am a visual effects supervisor and a CG supervisor. I have been a technical director on effects lead and I've worked for years for companies like Digital Domain, Asylum and DreamWorks to make visual effects and animation for a film and television. He's been my biggest ally and that I've heard of using it for years. 51 is, uh, revolves around using rigid body dynamics and procedural ism filled a, uh, procedural inverse Kida Matics on animation set up to build animated bugs that move around, Avoid one another. Let's stop the recording and when we come back, we'll be in our first.