Showing posts with label houdini. Show all posts
Showing posts with label houdini. Show all posts

Friday, 28 August 2009

More rigging stuff

Here are some samples of more of my rigging work that I did over the summer. I feel like a mad scientist now, after doing this...enjoy!



Houdini Master 10.0.381

Saturday, 11 July 2009

Rigging a rig

I've been an intern at Side Effects Software for the past couple of months. They're the geniuses that make a program called Houdini, which is a major player in the 3D animation business. I chose to beef up my rigging and effects skills, and here's an early test animation that I did using a full body muscle rig that I've been developing for a while. This was actually done a month ago, but now I'm allowed to actually show it. Enjoy!




Front View




Back View

Houdini Master 10

Sunday, 7 September 2008

Ball and Chain

Just a couple of simple exercises I did in Houdini to animate. I've been spending the last while trying to translate the things I learn about animating in Maya to Houdini to see how well they will understand each other. So far it's not so bad, but it gets weirder with each step. Anyway, here's a bouncing ball:



Bouncing ball

And here's a swinging chain:



Swinging chain

Yours to behold...and hopefully enjoy!

Monday, 26 May 2008

Diamond in the Rough

So, getting back to my dear old blog, which I've shamefully neglected again. I've been messing around in Houdini, a monster of a 3D program that kept my crazy mind busy for many sleepless nights...

Before I try to explain what I did and end up boring and confusing people, I'll just say I figured out how to make a diamond with all of its physical properties from scratch by writing my own 3D shader. Yes, I attempted to write my own shader. Here is the rendered turnaround animation of the diamond:




And here is an image below of the VEX network I created to make the shader, for those who care to know.



Why did I do this? Well, you never know when it will come in handy...anyway, enjoy!