Liesbeth Levick

Liesbeth_Levick

About Me

Liesbeth Levick is a Character Effects Technical Director at Side Effects Software, focusing on Muscles and Tissues. She studied Astrophysics and then moved on to work in grooming and CFX at animation and visual effects studios in South Africa and Canada. Her production experience includes creating ...  more
専門知識
Technical Director

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LOCATION
Toronto, Canada
ウェブサイト

Houdini Skills

ADVANCED
Hair & Fur  | Muscles

Availability

I am currently employed at SideFX

My Badges

SideFX Staff
Since 6月 2024

My Tutorials

obj-image Masterclass
Muscles and Tissue H21 Masterclass
obj-image Masterclass
Muscles Masterclass | Advanced & Special Topics
obj-image Masterclass
Muscles Masterclass | Essentials

My Talks

obj-image HIVE
Big Flex: Controlling Muscle Shapes with Otis

Recent Forum Posts

"Configure Guide Deform" LOP node with character hair 2026年8月10日12:19

Here is a setup for the Capybara Configure Guide Deform LOP using the SOP setup from the shelf tool that is optimised to prevent guide weights being recalculated each frame, as well as preventing cross-contamination of attributes between the prims.

"Configure Guide Deform" LOP node with character hair 2026年8月10日11:04

Sorry you experienced this problem. The solution is to place a Rest SOP on your skin too, so between the "capy_skin" and "bonedeform" nodes. The attribute copy that you have in your guide stream is unnecessary as those values are being carried through. It would only be necessary if you had cached out your simulation and didn't want to resimulate after adding those attributes upstream.

Not having an error on the LOP for the missing rest attribute is an oversight on our part - we will add that. Once the rest attribute is there though, the slow lagginess goes away and the procedural becomes really fast again.

We will also take a look at the documentation again and see if we can add anything to make this process clearer.

buttons work with vellum stitch point break in vellum solver 2026年8月7日9:25

I wouldn't use the buttons in the simulation itself, rather deform them to the cloth afterwards. If you're in H21 or later, then you can use Surface Deform to deform the buttons, and turn on the Blur toggle and crank the Blurring Iterations and Step Size to maximum to preserve the shape. If you're in an earlier version of Houdini, or if the Surface Deform doesn't preserve the shape rigidly enough, you can use Guide Deform with the Geometry to Deform set to "Arbitrary Geometry" and then toggle on "Rigidly Transform Pieces".