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
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

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

How can I separate overlapping Vellum geometry before the si Sept. 24, 2026, 3:57 p.m.

If you don't mind the pieces being distorted, you can use a Muscle Deintersect SOP. Or, if you want the pieces to remain rigid, I set up a little example file that moves the pieces using the Detangle SOP as a starting point for calculating what direction to move each piece in.

The alternative is to use Bullet for the initial configuration, and then run the Vellum sim.

Otis solver questions Sept. 24, 2026, 3:42 p.m.

This isn't a scenario I've had a chance to test yet, so it would be very helpful if you could submit a file to support for me to look at. The Velocity Blend is designed more for helping the muscles to move with the bones and not lag behind them, so I don't know if that would help with overshoot. Have you tried the Velocity Damping setting on the Otis Solver itself under the Forces tab? Another option would be to try the "Constraints Only" damping method - but that would require changing all your damping values to be much higher - along the lines of what you'd use for Vellum for damping.

How can I separate overlapping Vellum geometry before the si Sept. 24, 2026, 11:20 a.m.

Do you want to move the pieces rigidly to resolve overlaps or can they be deformed?