This is an introductory video on rigging in Houdini, which will go over rigging as an overview, HDAs, objects vs geometry, parenting and hierarchies, bones and nulls, animation controls, constraints, rotation order/gimbal lock, naming conventions, mirroring and rigging, and animation scripts.

See next part here: sidefx.com/tutorials/rigging-series-01-hda-spine


This is one of a collection of videos. You can visit the collection page to view all of the lessons on a single page.

COMMENTS

  • harryabreu 11 months, 3 weeks ago  | 

    Thank you very much Mr Goldfarb.
    For a long time I was waiting for this explanation.

  • Ippokratis Bournellis 11 months, 3 weeks ago  | 

    Hi,

    Thanks for this interesting tutorial, it is much appreciated.
    I noticed that, when demonstrating the final result, there are discontinuities between the body parts (e.g. arms and spine), when character parts are moved around.
    Are these gaps fixed along the way ?

    Kind regards.

    • Ippokratis Bournellis 11 months, 3 weeks ago  | 

      Ok, what I perceived as gaps are the result of using proxy geometry - actual mesh deformation will likely occur at a later stage.
      If sharing the scene files is possible it would really help less experienced users like myself.
      Overall, very interesting tutorial, thanks.

  • GaryHanna 11 months, 2 weeks ago  | 

    Can you do a how to export for game engines as other software has issues reading the Houdini FBX exports and there's too many bones or it can't read the skeleton period.

  • JohnDraisey 10 months, 4 weeks ago  | 

    A lot of good information is included in this video, like the difference between HDAs and OTLs, as well as objects vs geometry. I think everyone with Houdini 16.5 should watch this.

  • punkweazel 10 months, 2 weeks ago  | 

    You're the best Mr. Goldfarb.
    Just what I was hoping I'd find. Looking forward to the series.

  • James_Burg 4 months, 1 week ago  | 

    How easy is to export housini rigs into UNREAL ?

    • Ivo van Roij 2 weeks, 4 days ago  | 

      All a rig basically is, is telling geometry how to translate and rotate. You're creating animations through that, and those animations are what you would access in a game environment. However, the cool thing is that using HDA's and Houdini Engine, you can also just import this rig in Unreal and Unity. You won't be able to keyframe any of the animations, but at least you can see the model and adjust rotations live in engine. When export the scene as a FBX, resulting basically in the mesh and rig as well as any keyframed animations, then that's how easy it is.

  • Satish Goda 2 months, 2 weeks ago  | 

    This is a very very good conceptual illustration of the fundamentals of transformations and how they form the back-bone of rigging. Thank you very much.

  • mmayrhoferr 2 months, 2 weeks ago  | 

    Thanks for the tutorials Mr. Goldfarb. I do have a quick question: where would i find the setting to move all those in view messages for tools from the scene view to the status bar in the very bottom. I can't seem to find that. You are mentioning it at some point that you customized your session this way, and I would prefer it this way as well.
    all the best

    • mmayrhoferr 2 months, 2 weeks ago  | 

      nevermind, i missed it in the preferences.

  • timurkarev 1 month ago  | 

    Can I use this rig for UE4 and Unity?

    • Ivo van Roij 2 weeks, 4 days ago  | 

      Theoretically speaking, yeah. All a rig basically is, is telling geometry how to translate and rotate. You're creating animations through that, and those animations are what you would access in a game environment. However, the cool thing is that using HDA's and Houdini Engine, you can also just import this rig in Unreal and Unity. You won't be able to keyframe any of the animations, but at least you can see the model and adjust rotations live in engine.

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