Roman Zhu

Roman Zhu

About Me

I'm a game programmer primarily. But I do all kinds of 3D stuff 30% of the time (models, textures, rigs, animations)
EXPERTISE
Gamedev
INDUSTRY
Gamedev

Connect

LOCATION
Russian Federation

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Shooting (Spawning FX and geo) Jan. 29, 2019, 6:33 p.m.

Hi

I was thinking about way to create shooting inside houdini
What I mean by shooting is spawning bullet, spawning muzzle flash and some presimulated smoke.

How I imagine I would control it: some animated parameter set to 1 at frames when it need to shoot.
But inside houdini everything is recalculated each frame, so it's not that straight-forward.

For bullets I can use particles and there is a way to spawn them and having them alive at next frames.

But what about flash and smoke? may be I could use different particle system for that, just spawn one and animate effect using particle age?

What is the common way?

Switching animation meshes Dec. 13, 2018, 10:05 a.m.

Halp

Switching animation meshes Dec. 9, 2018, 9:14 a.m.

Hey!

For example I have this animation:
https://i.imgur.com/eZ5NT42.gifv [i.imgur.com]

And I want to have ability to change Eyes shape to something else:


For example I want to have 12 of those`emotions`

Constraint: you need to be able to export it to game engine

Approach I think about right now:
We can attach each mesh to it's own bone and change scale with constant keyframe blend mode.
That way we scale CircleEyeBone to 0 AND scale ArrowEyeBone to 1.

Question 1: how can I efficiently represent it in controls in the scene view? For example some slider would be great.
Question 2: how would you solve that problem?