Humanoid Rigging For Games Using Houdini And KineFX
Humanoid Rigging For Games Using Houdini And KineFX, available at $74.99, has an average rating of 5, with 300 lectures, based on 68 reviews, and has 579 subscribers.
You will learn about We will create a basic humanoid rig in houdini. This course is ideal for individuals who are Intermediate Houdini users. or Indie game developers intersted in rigging with houdini. It is particularly useful for Intermediate Houdini users. or Indie game developers intersted in rigging with houdini.
Enroll now: Humanoid Rigging For Games Using Houdini And KineFX
Summary
Title: Humanoid Rigging For Games Using Houdini And KineFX
Price: $74.99
Average Rating: 5
Number of Lectures: 300
Number of Published Lectures: 300
Number of Curriculum Items: 300
Number of Published Curriculum Objects: 300
Original Price: $34.99
Quality Status: approved
Status: Live
What You Will Learn
- We will create a basic humanoid rig in houdini.
Who Should Attend
- Intermediate Houdini users.
- Indie game developers intersted in rigging with houdini.
Target Audiences
- Intermediate Houdini users.
- Indie game developers intersted in rigging with houdini.
In this course we will build a basic humanoid rig. This rig is designed to be compatible with game engines like Unity and should work with a lot of common motion capture libraries.
We will start be creating a reconfigurable skeleton that can be posed for multiple characters. This skeleton will also have three different spines this will allow us to examine. These will include two curved skeletons, one with four bones to be compatible with the Unity humanoid rig. The others skeletons are have more bones and will allow us to compare to pitfalls of using curved or straight spines.
We will create a custom reorient joints node that will allow us to have consistent orientations for all the joints.
For the rig we will be looking to implement IK and FK Controls. For the IK controls we will have both global and local controls. And we will be implementing number of methods to blend between global and local controls.
We will be creating a custom for the spine rotations with options for both linear and quaternion interpolation.
For the arms we will be creating a dynamic skeleton that moves based of the position of the arm. The Hand will have preset poses that we can blend between.
We will be building an export pipeline with options for ‘level of detail’ and exporting characters and animation.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: General
Lecture 1: A Summary Of Kine FX
Lecture 2: KineFX Attributes
Lecture 3: Root Motion
Lecture 4: naming
Lecture 5: Houdini 19 Updates
Chapter 3: The Skeleton
Lecture 1: Scene Setup
Lecture 2: Adding The Root
Lecture 3: Adding The Spine
Lecture 4: Adding The Head and neck
Lecture 5: Spine Orientations
Lecture 6: Adding The Leg
Lecture 7: Leg orentations
Lecture 8: Foot Orientations
Lecture 9: Finding The Foot Joints
Lecture 10: Finishing The Leg
Lecture 11: Adding The Arm
Lecture 12: Arm Orientations
Lecture 13: Clening Up The Skeleton
Lecture 14: Adding The Fingers
Lecture 15: Finger Logic And Orientation
Lecture 16: Adding The Eyes And Jaw
Lecture 17: Adding Extra Controls
Lecture 18: Finishing The Skeleton
Chapter 4: Rig
Lecture 1: Setting Up The Rig HDA
Lecture 2: The Initial Control Setup
Lecture 3: The Rig Setup
Lecture 4: The Hip Solver
Lecture 5: Setting Up The Global And Local Controls
Lecture 6: The Solver For the Spine Controls
Lecture 7: The Spine Solver: The Curve Solver
Lecture 8: The Spine Solver: Rotations
Lecture 9: The Spine Solver: Spherical Linear Interpolation
Lecture 10: The Spine Solver: Adding The Interface
Lecture 11: Refining The Spine
Lecture 12: The Legs
Lecture 13: Adding Controls For The Feet
Lecture 14: The Solver For The Feet
Lecture 15: Preparing The Scene For The Arms
Lecture 16: Setting Up The Arm Controls
Lecture 17: Setting Up The Controls For The Hands
Lecture 18: The Shoulder IK Control
Lecture 19: The Shoulder Solver: Calculating Directions
Lecture 20: The Shoulder Solver: Rotating The Shoulder
Lecture 21: The Shoulder Solver: Refining The Solver
Lecture 22: The Solver For The Hand
Lecture 23: The Global / Local Blend For The Arm
Lecture 24: BUG FIX: The Elbow Control
Lecture 25: Cleaning Up The Arms
Lecture 26: Creating Poses For The Fingers
Lecture 27: The Pose Controls For The Fingers
Lecture 28: The Finger Controls
Lecture 29: Adding Local Look-AT Joints
Lecture 30: Adding Controls For The Head
Lecture 31: Adding The Solver For The Eyes
Lecture 32: The Neck Solver
Lecture 33: The Head Solver
Lecture 34: The Jaw Solver
Lecture 35: IK/FK Blending: Spine
Lecture 36: IK/FK Matching: Spine
Lecture 37: IK/FK Interface: Legs
Lecture 38: IK/FK Solver Update: Legs
Lecture 39: IK/FK Arms
Lecture 40: IK/FK Head
Lecture 41: Deformation
Lecture 42: Export: Polygon Reduction And LODs
Lecture 43: Export: The Root Bone
Lecture 44: Export: Character And Animation
Lecture 45: Viewer State And Visibility Interface
Lecture 46: Visibility: Root, Global And Local
Lecture 47: Visibility: Spine And Legs
Lecture 48: Visibility: Arms And Head
Lecture 49: Summary: The End Of Part I And What Can Still Be Improved
Chapter 5: Part II : Optimising And Simplifiying the Rig
Lecture 1: Introduction
Lecture 2: Scene Setup
Lecture 3: The Edit Mesh And Skeleton HDA Setup
Lecture 4: Updating The Skeleton
Lecture 5: Weights
Lecture 6: Weighting Rigind Geometry
Lecture 7: Displaying The Deformations
Lecture 8: Proxy Geometry
Lecture 9: The Skeleton Export Node
Lecture 10: Improving the Interface Using kwargs
Lecture 11: Bug Fixes: Skeleton And Weights
Lecture 12: The Edit Mesh Node
Lecture 13: Setting Up The RigMain Node
Lecture 14: Updating The Inputs Of RigMain Node
Lecture 15: Separating The Weights And Exports
Lecture 16: The Foot Control Joints
Lecture 17: Separating The Skeleton And Controls
Lecture 18: Updating The Controls
Lecture 19: Controls: Cache And Display
Lecture 20: Controls: The Local Controls
Lecture 21: Controls: The Global Controls
Lecture 22: Examining The Spine And The FK Controls
Instructors
-
Simon Hayes
Animator Rigger and Indie Game Developer
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 1 votes
- 3 stars: 3 votes
- 4 stars: 12 votes
- 5 stars: 52 votes
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