Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Videos

Downloads

  • KFX13_Files.zip

Missing 1 full-res photo, 1 file, as this post has not yet been imported.

Content

We’re back to the fun business of misusing tools in Houdini for tasks they really weren’t built for! In this case letting vellum animate our KineFX rigs! There are some really novel uses for this though, like physically accurate secondary motion or a FBIK solver, that won’t run into jitter issues.

Files

Previews only

KineFX 101 – Pt.13: Combining Vellum with KineFX

We're back to the fun business of misusing tools in Houdini for tasks they really weren't built for! In this case letting vellum animate our KineFX rigs! There are some really novel uses for this though, like physically acurate secondary motion or a FBIK solver, that won't run into jitter issues.

Comments

PTMarks

Thanks so much for introducing this topic! I think it is super exciting and has tons of potential. I was able to work through this example with my geometry, using the Vellum hair constraint, but what I ultimately hope to do is combine the KineFX rig with something similar to your Grains Blob example (Grain Softbodies in Vellum, pt. 27). Essentially I would like to rig my blob character, but was unable to figure out how to translate this lesson to that scenario. Love all of your stuff! Can’t wait for your next tutorials.

Entagma_Chris

Hey! Yes, that's indeed a different case of using vellum with kinefx. In this video we're basically turning vellum into a kinefx node, you're probably looking more into applying a vellum sim on top of a kinefx animation. In your case I'd probably fully animate the character in standard kinefx and then run the vellum sim after that along with a pin constraint to control which parts of your character follow closely the incoming animation and which are able to flop around.