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
Unable to transfer to hair group Jan. 22, 2026, 3:52 p.m.
The issue isn't that it's when you turn on "Use Guides" per se, but when the guides are long, the centroid of the guide is no longer close enough to the group for the transfer. What I suggest doing instead is converting the group to an attribute, with an attribute wrangle, then using a guide skin attribute lookup to transfer that attribute, and then converting it back to a group. Not ideal I know, maybe you can submit an RFE to add groups to the guide skin attribute lookup.
Otis solver external collisions Jan. 21, 2026, 10:01 a.m.
For
i@collisiongroupa value of 1 is used for muscles and bones, 2 is for the tissue core (aka fascia) surface, 3 is for the tissue outer surface. Everything else (internal tissue points not at either surface) uses 0. The value of 10 that I chose above is somewhat arbitrary. I could have gone for any number greater than 3, but I went for 10 so that if we decide to add more "groups" in the future, we have a buffer of some unused values. We've been considering putting the bones in a separate collision group for instance, so then 4 would be taken.i[]@collisionignorespecifies which of the collisiongroup values to ignore as colliders. You always want 0 in this, as we don't want the internal tissue points to collide, so if it's only 0 it collides with everything else, if you want it to collide with only the muscles and bones, for instance, it would be i[]@collisionignore= {0,2,3};. having issues with otto recipes Jan. 20, 2026, 10:02 a.m.
Can you also include the bgeo files or lock/stash the geometry into your hip file please?