Mixing 3DCG Animation and Traditional Anime
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It's not shown in the video, but there is an option in the Poly Reduce node to keep Quads and it does a marvelous job keeping intact the original shape decreasing geometry in the areas whereis not needed. Unfortunately the Poly Reduce node only keeps quads if the input mesh is already quad based. In order to get quads from non quad geometries you need to try the Voxel node.

can 80.lv stop posting this kind of low-quality 'showcase' articles? If I wanna find showcase/reel, I can find them easily on Viemo, cgsociety. Everyone know houdini can be used to do destruction, simulation, etc. there is no need to show another destruction unless posting a helpful 'tutorial'. However, this is not.

Can it produce quads, too?

Mixing 3DCG Animation and Traditional Anime
25 December, 2017
News

How does one mix traditional Japanese anime (cel animation) and 3DCG animation? Traditional 2D anime are generated by combining several frames by moving them to create a sequence, but animators are starting to use CG elements when working on faces and bodies of their characters. The thing is that these character still preserve traditional look. PixiVision visited Sanzigen, a studio that uses 3DCG animation, preserving a hand-drawn feel, to talk about some of the 3D techniques that can used for anime.  

The process itself is close to a live-action shooting and includes camera tests and storyboards.

Storyboard: the animation blueprint.

Camera Test: a process used to determine the characters acting, the relation between the position of various elements, the direction of the camera and so on.

Animation Fix: the process according to which the flow of the animation is decided.

Finishing: the process of adding shades to the polygon model in order to make it look 2D.

After building a model, we perform a task called rigging, and we establish where the girl’s joints are, how the clothes are moving etc. Once this is finished, we pass it to the animator, and the animator moves the character just like in MMD. 

Mr. Uetaka, 3DCG animator, supervisor and consultant at Sanzigen 

Make sure to read the full article here

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Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel