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ImageDecember 22th, 2009 cmiVFX | cmiStudios launches a brand new Houdini video called Empowering Digital Assets with Python. We have dedicated ourselves to completing training for one of the most flexible workflows in Houdini. Python! Rigging a Rubik's cube is a challenge by itself and our goal is to get an animation ready Rubik's cube rig using the power of Python as the core of our asset. It takes experience to do either one of those things and we showcase our experience to you here with this fantastic release. This video is available today at the cmiVFX store. cmiVFX Video Player Online Store

Houdini - Empowering Digital Assets with Python

Topics covered in the class include:

Building the Scene With Python - Python scripting could be of a great help, especially when it comes to redundant things that if done manually would take ages. In this part you are going to learn how to use python, inside the python shell, to automate the creation of the Rubik's cube and all the necessary nodes from scratch. By the end of this part you will have built, using python, the geometry of the Rubik's cube with the materials attached to it and with nulls parented to the cubes that will serve later in the code.

Introduction to Digital Assets - Digital assets are a very important brick in any workflow built around or using Houdini. In this part you will be introduced to digital assets and you will learn, by transforming the Rubik's cube into one, how to transform a bunch of existing nodes into a digital asset.

Python Inside the Digital Asset - Since digital assets are entities that can live by themselves, it is crucial to be able to include the scripts they use inside them. There are many methods to do that and in this part you are going to learn one of those methods. By creating a simple python function inside the Rubik's cube digital asset and then adding a button also to the digital asset to be able to call this function.

Rubik's Rig Core Code - All is ready now to begin building the core code of the Rubik's cube rig. In this part you are going to go deeper into the python code that will drive the behavior of the rig. You are going to learn about the functions and how to pass parameters from the buttons to these functions, to be able to drive a multitude of conditions that will determine what cubes belong to which faces, which faces will rotate, how they are going to rotate ... etc

Keying and Animation - Up until now all the work done so far, allows only to play with the Rubik's cube, no keys were set and therefore no animation. To bring the cube to life, in this part, you are going to learn how to create the code that will allow setting key frames on the rotations to get an animation!

Custom Geometry - What if the user needs to use custom geometry instead of the default cubes? In this part you are going to see how to make this possible and how to allow the user to define a custom geometry or not, in which case the default cubes will be used.

Finishing Touches - Resetting the cube to its initial state is important because not everyone knows how to solve it! :) In this part a reset button will be created as well as making the rotate function more flexible by allowing it to take the angle in as a parameter.

This video is available today at the cmiVFX Store.

Also available from cmiVFX:

Procedural Road Creation Stage II : The Crash Barrier

cmiVFX continue their Procedural Road Creation series with this new tutorial focused on the crash barrier.
The list of all the topics covered in the class includes:

  • Setting Things Up
  • Building the Crash Barrier Model
  • Setting Relationships Between the Shapes
  • Grouping the Elements in Preparation for the UV's.
  • Setting Relationships Between the UV's and the Texture
  • Completing the Graph Into a Fast Usable Digital Asset
  • Prototyping on a Simplified Version
  • Finalizing the Graph Into a Digital Asset

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This video is available today at the cmiVFX Store.

About the Authors:

Georges Nakhle is 25 years old, Lebanese and has a master's degree in mechanical engineering. He began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing). He has worked as a writer and performer in radio and TV. Combining arts and science led him to CG, where he mastered many tools including Maya and Houdini among others. George is also a programmer; he's currently working for Dassault-Systemes in Paris-France and he has also worked in combination with Dassault-Systemes and Mental Images, the makers of mental-ray.

Kim Goossens is a 38 years old belgian CG-artist who is working as a freelancer and CG-instructor with a long history in CG-graphics starting back at 1989 He became quite known for his creation of the GIRL later adopted by DAZ3D. He is currently teaching Houdini procedural modeling for games at the IGAD program at the NHTV University of Applied Sciences. While working on various game projects and commercials both as Art-director and technical artist, he gained a profound knowledge of tools such as Maya, Max, Zbrush, Modo, shake and Houdini. His biggest passion has always been to research strategies to increase production and quality, which has led him to research procedural modeling and naturally, be hired by cmiVFX.

About cmiVFX

cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_vod.html For additional information about cmiVFX, visit www.cmivfx.com.

cmiVFX is launching a live training tour in 2010, to find out more information about dates and locations, email us at © 2010 cmiVFX | cmiStudios. All rights reserved.

 
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