Roman Zhuk

Roman Zhuk

About Me

Highly skilled Rigger and Technical Director. Interested in freelance projects in the following areas: - Rigging - Pipeline - VFX - 3D Motion Graphics - Lighting / Render
EXPERTISE
Technical Director
INDUSTRY
Advertising / Motion Graphics  | Film/TV

Connect

LOCATION
Kyiv, Ukraine
WEBSITE

Houdini Skills

ADVANCED
Procedural Modeling  | Digital Assets  | Character Rigging  | Python
INTERMEDIATE
Environments  | Motion Editing  | Animation  | Hair & Fur  | Cloth  | Muscles  | Solaris  | Mantra  | Karma  | Lighting  | Pyro FX  | Fluids  | Destruction FX  | PDG  | VEX
BEGINNER
Crowds

Availability

I am available for Freelance Work

Recent Forum Posts

Crowds. Blendshapes with agent layers Oct. 20, 2025, 11:26 a.m.

Hi @dorain185

Yeah, that’s right.

Crowds. Blendshapes with agent layers Aug. 7, 2024, 10:45 a.m.

Thanks mate,

I figured it out.
It was a matter of a few steps:
1. Expand the dictionary of the "clipchannels" detail attribute with the values from the same attributes coming from imported garments (FBX nodes).
2. Filter out the blends to leave only the garments used with each particular agent (VEX code attached).

The result is lovely

Crowds. Blendshapes with agent layers Aug. 6, 2024, 11:08 a.m.

Hi,

I'm making a crowd of people, and I want to randomize their body wights via blendshapes.
Applying blendshape value on the agents is pretty straightforward using "setagentchannelvalue" VEX function.
Is there a way to do the same for some of the agent layers? (for the clothing that have respective blendshapes to the body)

Thanks