Simon Hayes

Brundlethwaite

About Me

EXPERTISE
Generalist

Connect

LOCATION
South Africa

Houdini Skills

Availability

Not Specified

My Tutorials

obj-image Intermediate
Image Based Facial Mocap
obj-image Intermediate
KineFX: Exporting Blendshapes
obj-image Intermediate
Humanoid Rigging For Games | KineFX
obj-image Intermediate
KineFX Spine Rotations
obj-image Quick Tips
Building A Simple Houdini Engine Exporter
obj-image Beginner
Installing The ProRender Plug-in | Windows

Recent Forum Posts

Basic Auto-rigging in Houdini Sept. 1, 2020, 2:22 p.m.



https://www.udemy.com/course/basic-auto-rigging-for-games-in-houdini/ [www.udemy.com]

The rig in this course is a humanoid based off my personal auto-rigging system for Unity. Currently it covers the basic prototype and the guide has a few bugs but I will be adding more features soon.

Thanks
Simon


Course Description:

In this course I go over my personal auto-rigging system. The system is designed to be compatible with Unity but I have also configured it to work with Unreal. The system is designed to be scalable with a team producing rigs for different parts of the pipeline.

The Guide has the following features:

A Symmetry system

It builds 3 rigs

A preset system

The main rig has the following features:

IK/FK Arms.

Most of the major joints can blend between their own orientation and their parents

A reverse foot setup

Curve based IK for the spine with IK/FK Blending

Blending between direct and look-at controls for the head

Blending between direct and look-at controls for the eyes

Selection groups

*Note: This system is functional but the rig is still very basic and there are still a lot of bugs.

Heightfield output no 4k on Indie Feb. 16, 2019, 1:37 a.m.

This is also a problem that I am having.

User Interface thoughts April 11, 2014, 4:08 a.m.

Thanks i knew i was missing something obvious. The fact that the handle gives a depth option in this mode is also really cool

The fact that you can select items with your transform tools and do a click and move workflow is really cool. I actually wrote a plugin to do this in in XSI because it is really cool for blocking out scenes and animations. It would be nice If locking translation for rotation would make them unselectable with the tool and Rotations. At the moment it gives you a message that it can't create the handle It would be nice if you could set it to just ignore the control entirely which would be useful for places like wrist controls (I haven't had time to check properly yet so it may well be there. I have also been spending too much time playing with L_Systems ).

The viewport tumbling is something i will get used to but is would be nice to be able to customize this.