In Rigids II, we will take what we learned about leveraging instancing in rigid body simulations from Rigids I, and apply it to a super-detailed building demolition! We will talk a lot about advanced constraint creation and management techniques, swapping instance geometry, and applying custom forces and rules for breakage. After we find the best simulation parameters by wedging our simulations, we'll render out a great looking sim!





CREATED BY

STEVEN KNIPPING

Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic: Avengers: Infinity War, Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens. Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

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コメント

  • Vikas Sharma 6 年, 3 ヶ月 前  | 

    I need help regarding this tutorial in part where instance geometry is swapped i used same expression to aling same rotaion and transformation but in my file. Its getting very weared plz help mee

    • StevenKnipping 6 年, 3 ヶ月 前  | 

      Hello! Please feel free to email me at contact@appliedhoudini.com!

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