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

COMMENTS

  • harryabreu 3 weeks, 2 days ago  | 

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

  • Ippokratis Bournellis 3 weeks, 1 day 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 3 weeks, 1 day 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 2 weeks, 4 days 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.

Please log in to leave a comment.