In part seven of our free course on building a rolling object solver, Bastian J. Schiffer extends our solver to take into account random initial rotation and so it works with cubes instead of tubes. Download Project Files
All Posts tagged “Animation”
Guest Course: Creating a Rolling Objects Solver – Part 3
In part three of our free course on building a rolling object solver, Bastian J. Schiffer covers how to apply our solver to multiple elements at once. Download Project Files
New In Houdini 19.5 Pt 3: Shallow Water Solver (Plus KarmaXPU)
Mo is going to SIGGRAPH – and he’s running late. So this text admittedly is very brief. In this video we’re gonna (ab)use Houdini’s new shallow water solver to create this abstract streamline animation. Download Project File
KineFX 101 – Pt.14: Capturing B: Building A DIY Bone Deform SOP
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KineFX 101 – Pt.14: Capturing A: Procedurally Creating And Modifying Weights
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KineFX 101 – Pt.13: Combining Vellum with KineFX
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KineFX 101 – Pt.8: Character Animation Using Motionclips
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KineFX 101 – Pt.6: Building Procedural Walkers
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KineFX 101 – Pt.2: Building Procedural Skeletons
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KineFX 101 – Pt.1: Deep Dive: Skeletons
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Unreal Engine Blueprints – Pt.18: Scale Down Animation
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Exporting Alembics For Blender: A Few Hacks
EDIT: Thanks so much for the many comments & hints! Josh Rizzo on Twitter pointed out I’m missing a few import options when loading in the alembic. Here’s how to import animated attributes without a deforming/animated mesh:– Import Alembic– Check “Set Frame Range” and “Is Sequence” […]
Guest Tutorial: Path Solver
We’re thrilled to have Houdini artist supreme Vladyslav Lavrenov for a guest tutorial. And quite a hefty one! Vlad takes us through his reasoning and steps to build a path solver in Houdini to have seemingly random momevements on a grid form a coherent behaviour. […]
Houdini In Ten Minutes 07: Animating The Spheres
Let’s get things moving and build procedural animations using our scatter setup. And while we’re at it why not talk a bit about more or less clever ways to set this up… NOTE: As I might have mentioned, Mantra is by no means a fast […]
Crochet – Blending between Delaunay and Voronoi
Here at Entagma we love to deal with yarns. This video extends the “yarn-effects” with a crochet approach. Using the delaunay triangulation of an input mesh and its dual diagram, the voronoi mesh, we build a procedural model that uses point color to blend smoothly […]
Low Poly Transform
Blending smoothly between a high-poly mesh and its low-poly representation is a subtle but useful effect. In this tutorial you’ll learn how to create two versions of the same object, one smooth and one facetted, with the exact same topology. This enables you to blend […]
Kitbash Vein Growth Part 2
This time we extend the setup from two weeks ago.
Differential Mesh Growth
As some of you already found out, it is quite possible to set up differential growth not only on a line but also on a mesh. This tutorial goes into the details of doing exactly that while allowing for some degree of art-directability (is that […]
Differential Line Growth
This is a classic effect in Houdini. I stumbled upon it over at Odforce. As you will see from that thread there are many elaborate ways of achieving this kind of growing curve. However we’re gonna build a very simple version which yet offers a […]
Houdini: True 3D Reaction Diffusion
You might have seen this effect more frequently during the last months: Those growing organic blobs that cover a surface in intricate Patterns (sometimes resembling the texture found in a Keith Haring painting). These patterns are the result of a process called Reaction Diffusion.