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
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 tools and workflows for CFX in Houdini and helping transition studios to a Houdini-based CFX pipeline. Her familiarity with both artistic and technical roles drives her to build tools to make the lives of CFX artists easier. less
EXPERTISE
Technical Director
Connect
LOCATION
Toronto,
Canada
WEBSITE
Houdini Skills
ADVANCED
Hair & Fur | Muscles
Availability
I am currently employed at SideFX
My Badges
SideFX Staff
Since Jun 2024
My Tutorials
Recent Forum Posts
Otis / Otto muscle sim collapses on first frame Dec. 10, 2025, 12:14 p.m.
As of H21.0.555 both Muscle Solidify and Tissue Solidify Otis will warn you if you have tets that are too small for the Otis Solver to handle. You can either try the suggestions in the warning to fix it, or just blast away the "tiny_tets" group that is created in this case.
Otis / Otto muscle sim collapses on first frame Nov. 27, 2025, 12:29 p.m.
Oh interesting, what distro and what are your machine specs?
Otis solver external collisions Nov. 27, 2025, 10:23 a.m.
Specify a group for your external collider, then merge it with the bone input. After your Otis Configure, put down a point wrangle that runs over that group with the following snippet:
Furthermore, your collider must have a `tpose` attribute, and be triangulated.
On your Otis Configure node you'll want to make sure that the Bone Group field excludes the collider, so that it doesn't have any constraints created with it, although if your collider is far away on the start frame then that probably won't happen anyway.
I'll look into updating this on the docs.
i@collisiongroup = 10; i[]@collisionignore = {0};
Furthermore, your collider must have a `tpose` attribute, and be triangulated.
On your Otis Configure node you'll want to make sure that the Bone Group field excludes the collider, so that it doesn't have any constraints created with it, although if your collider is far away on the start frame then that probably won't happen anyway.
I'll look into updating this on the docs.