Houdini Masterclass: Muscles Overview
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To be honest? What was Star Wars? George Lucas!!! It was cool back then in the 70 ties! Nothing ever before was like it..and it had character! 2 little shiny robots that behaved like humans! The n th sequal of something that was major in the past...! My advice? Start something new dont copy Star Wars...and give it some heart again! Put the industry to shame!!!😉 my 2 cents..

by Thomas Guillemot
8 hours ago

Well that's a lot of hats !

by Thomas Van Fossen
13 hours ago

So why not finish the project but making it super generic? Strip all star wars terms out. Then when the game is finished, allow for modders to make a conversion mod that will reinsert the star wars material? That way he can finish it and we all can get what we want and no one has to give up on their dreams.

Houdini Masterclass: Muscles Overview
25 September, 2017

The Houdini team has shared a new guide that steps through the basic workflow of adding muscles to an animated creature and applying them as a skin deformer. It is worth noting that this method does not require any dynamics simulation. You will start by creating simple muscle forms using Houdini’s Muscle Tool Shelf and learn how to adjust shape and placement, attach them to your character rig, and how to enable automatic secondary animation (jiggle). What is more, the video shows how the shelf tools easily set up your muscles as a skin deformer leveraging Houdini’s Muscle Displace operator. 

Muscles in Houdini are versatile, easy to use, interconnected tools. Houdini’s muscle system has been designed to serve both FEM (dynamics simulations) and non-FEM (skin deformer) workflows while using a unified set of digital assets. With the foundational information presented in this video, you’ll be ready to rig up a creature with simple muscles and you’ll be prepared to take the next steps: creating custom muscles, and using muscles in simulations with Houdini’s Tissue System.


The guide was originally published here

Source: SideFX

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