Dan Fitzgerald

danfitz82

About Me

EXPERTISE
Freelancer
INDUSTRY
Advertising / Motion Graphics

Connect

LOCATION
London, United Kingdom

Houdini Skills

ADVANCED
Animation  | VEX
INTERMEDIATE
Procedural Modeling  | Digital Assets  | Character Rigging  | Pyro FX  | Fluids  | Destruction FX  | Python
BEGINNER
Hair & Fur  | Cloth  | Solaris

Availability

I am available for Freelance Work

Recent Forum Posts

Houdini 20 Rigging Pipeline and Tools April 26, 2024, 4:33 a.m.

sanaldeep1996
in maya we have add influence option which helps use to add extra joint for weight painting without disturbing the exisiting skinning weight's

The workflow you've shown works in Houdini too, I've attached an example.

Houdini 20 Rigging Pipeline and Tools April 25, 2024, 3:51 a.m.

I'd love some of these additions as well, for your point 5 there are some APEX biped characters in the content library I've learned a lot from:
Electra: https://www.sidefx.com/contentlibrary/electra-rig/ [www.sidefx.com]
Luchador and Chicken: https://www.sidefx.com/contentlibrary/luchador-chicken/ [www.sidefx.com]

Transformation after transformation (POPNET) April 2, 2024, 8:52 a.m.

Here's one approach - I've added a switch and animated it to change which "goal" attribute gets copied to your start points, then in the popnet I've added an extra POP wrangle to update the particle's goal from the input. You can add as many shapes as you need to the switch and increment its "Select Input" when you want to start particles heading towards their next goal.