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
Hair not animating when using guidegroom nodes April 23, 2026, 3:30 p.m.
LwrCartwright
Is this method still working in Houdini 21?
Currently attempting a groom and after plugging my guide groom (fresh scene) into a guide deform (groom 1st input, static model 2nd input, animation 3rd input) the guides stayed in place and didn’t move with the animation. Does anyone know why this might be and if there’s a fix?
It should still work. Is this at the Object level or in SOPs? Are there any errors or warnings? If you do a blendshape between your static model and your animation does it work without scrambling the points? Have you tried a guide skin attribute lookup on your guides before the guide deform with the static skin as the second input?
Texture Paint Mask node issue April 14, 2026, 10 a.m.
Please log a bug!
Otto Muscle and Tissue Simulation Issue. April 6, 2026, 4:26 p.m.
That's because you are in Fascia mode instead of full Tissue mode.
The "deform_skin" subnet is designed to be used with the full Tissue mode, so to do this, set the "switch_sim_tissue" input to "1".
If you want to deform the skin with the fascia only (not really recommended for Otto, but might make sense for very lean characters that don't have any body fat) then you can change the group in the blast node to "tissue_core_surface".
The "deform_skin" subnet is designed to be used with the full Tissue mode, so to do this, set the "switch_sim_tissue" input to "1".
If you want to deform the skin with the fascia only (not really recommended for Otto, but might make sense for very lean characters that don't have any body fat) then you can change the group in the blast node to "tissue_core_surface".