Simulating Muscles in Visual Effects has been a Long, Expensive, Frustrating Process.

THIS CHANGES NOW. 

Welcome to Mastering Houdini Muscles: A Studio Level VFX Workflow.

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Chapter Breakdown 

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I. Course Overview (FREE):      30 minutes 

II. Intro to Simple Muscles in Houdini:   3  Hours 33 Minutes

III. Reconform Muscles Easily To Characters: 3  Hours 31 Minutes

IV. Intro To Complex Muscles in Houdini:     1  Hour

V. Automatic Preroll Generation for CFX:   8  Hours

VI. Studio Level Pipeline and Simulation:  15 Hours 30 Minutes

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In this Training Series, You'll learn the secrets behind Advanced Visual Effects Muscle Simulation. While other training series make the mistake of teaching a slow, high resolution asset, we're going to make most of our time using simpler mesh for faster iteration.

We'll learn how to reconform muscles efficiently to any character and how to procedurally solve intersections so a Human Artist doesn't have to manually touch things up. We're going to cover simple and complex muscle examples, a variety of resources, and discuss real world physics, properties, and how certain values affect behavior.

We'll set up an efficient, reusable pipeline including large networks with multiple file checkpoints so you can easily jump in at any point along the way. We'll create a baseline character where we can adjust attributes that can be inherited to all of our future characters to get you up and running in a fraction of the time.

We're going to look at the advantages and situations where we can leverage Franken-Muscles and Multi-Muscle setups and create a switch so we can easily blend between them. We're going to discuss how we can use only our asset to procedurally generate the Tissue and Skin volumes and learn efficient ways to store data so we can easily change topology or point count order any time we like.

The next section is all about tuning muscle behavior. How To Flex, inflate, and jiggle exactly the way we want. Then we're going to discuss how we can procedurally create masks to blend our simulation back onto only certain parts of our character.

One of the most valuable chapters in this training series discusses Automatic Preroll Generation. For years this has been a Manual Human process. We're going to learn how we can procedurally generate and adjust this with simple sliders.

Not only are we going to learn how to retarget animation from differently proportioned characters to any asset, but we're going to learn how to start our simulation from any part of the animation using the Automatically Computed Best Rest Pose, Ramp up, and Pre-Animation Momentum.

This means if you have a shot that's 2000 frames long, you can now start at any point and choose where and how to blend in your simulation throughout the whole shot.

We'll also discuss Neutralizing and Restoring Locomotion to fix Super-Hero-like movement that moves too far and too fast over the course of our timeline.

The best part is this network can be used for Cloth, Hair, or any of your Character Effects needs.

While this training series primarily focuses on muscle simulation, we're going to cover foundational Houdini knowledge and concepts useful to Everyone.

This is a valuable introduction series to programming and tooling in Houdini covering Python, Vex, VOPs, HScript, and UI Design.

Then We'll dive into topics that bring this workflow from Independent Artist to Studio level. We'll cover SubNets, Automated TOPNetworks, FileCaching, Wedging, and Logging with User notification.

Next we'll look at Optimizing our Simulation Speed by integrating Deadline Renderfarm submission and support to take advantage of all the computing power at our fingertips.

We'll look at solutions to possible problems, pitfalls, and errors so you don't have to waste time solving them yourself.

At the end of this training series, you'll be able to simulate any Animation from any Part of the Animation with the click of a button.

No more Messy Manual Setups.

No more frustration.

No Plugins Required.

We're going to create all this just with Houdini.

My name is Noah Schnapp and I've written and optimized multiple Studio Pipelines and I'm happy to share with you the industry secrets I've developed and perfected over the years.

Let's jump in and get our Flex on with over 33 hours of video material in this training course.

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Main Takeaways:

- Build a flexible, reusable muscle pipeline from scratch.

- Learn to reconform muscles and assets efficiently.

- Optimize simulation speed using parallel processing and render farms.

- Create fully procedural setups without extensive coding.

- Understand advanced Houdini tools like TOP networks and automated caching.

- Apply the pipeline to games and VFX projects at a studio level.

CREATED BY

NOAH SCHNAPP

Character Tech Art Lead @ Santa Monica Studios

More from Noah Schnapp

コメント

  • absorbentghost 1 ヶ月, 2 週間 前  | 

    You guys could do like rebelways two payment system, 50% up front and release half of the course then the other 50% the other scheduled date. Paying $1000-$25 straight is something most wont be able to afford in one go i think.

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