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Learn how to generate VAT Characters where you define the character motion without using bones and skeleton meshes. The animation comes from textures, using the vertex animation textures method. Then learn how to add variation to your characters when they are placed in the level.

Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal. Click Here to learn more.

CREATED BY

SIMON VERSTRAETE

Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

More from Simon Verstraete

COMMENTS

  • kyanhudson 4 weeks ago  | 

    ive been looking forward to this one the most. thank you (:

  • vyudin 4 weeks ago  | 

    I would suggest to use not Random from Pos, but instanced mesh with Random Per Instance. This will let you to keep the same character look when it's move.
    Also please be aware you can have a problems with the float point precision in vertex/pixes interpolation. So it's better to separate by UV tiling instead of the bitmask.
    We had a pretty similar tech here, with 10K crowd and different weapons: https://youtu.be/4NEUPQzH0D0

  • alexmont 2 weeks, 2 days ago  | 

    How come I dont get that information when I hook up a null to my fbximport. Around time 8:00 min?

  • hadia.luqmaan786 2 weeks ago  | 

    This is great

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