Guilherme Casagrandi


About Me

Technical Director
Advertising / Motion Graphics  | Education  | Film/TV


São Paulo, Brazil

Houdini Skills


Not Specified

My Talks

obj-image HUG
CHOPS for Music and Constraints
obj-image HUG
Rigging a Tree

Recent Forum Posts

Need some help finding bug in custom blendshape component. (Fixed)) March 24, 2024, 1:37 a.m.

Decided to make a full blendshape component after watching Max Rose's video on it. Everything on the end graph is connected well and the controls work and are in the right places but the geo itself doesn't change, so I am assuming something is wrong with the blendshape node(could be wrong ofcourse). Have spend like 6 hours by now, can't find where I went wrong. Even checked against the pillow rig blendshape component and copied over some of the parm/properties dictionaries to make sure, but it still does not change. Some help would be highly appreciated.

Have you checked if it works in sops? It looks like the blendshapes node has a bug and if the second parameter is zero (for the first blendshape), it doesn't work. Using a small value will make it work. That was the workaround I found, but I haven't checked if the bug was fixed.

Custom Husk Procedurals March 22, 2024, 9:09 a.m.

I asked on the Illume forum but I'll ask again here: Does anyone have any clue about how to set a custom husk procedural?

Illume: Invoke Compile Blocks March 21, 2024, 8:34 p.m.

Invoke Compile Blocks – Jeff Wagner
August 21, 2023

Compile blocks offer the Houdini user the ability to optimize many SOP workflows. This Illume will look at Compile Blocks, when to use them and the benefits.

Compile Blocks and Invoke workflow
Compile Block Examples
Invoke Compile Block SOP
Invoke TOP
Layout LOP brushes
Husk Invoke Procedurals
HDAs vs Compile Blocks

Illume Recording []

Chris / Jeff, can u share some help file on using compiled blocks as husk render time procedurals?
Currently it takes a lot of disk space to export an animated character to USD and I want to explore de possibility of exporting just the skeleton and deforming at render time.