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Game Character Rigging with Houdini

Learn to create custom, game ready animation rigs in Houdini 17
Instructor:
Richard Banks
442 estudiantes matriculados
English [Auto-generated]
Learn to create a custom game ready animation rig in Houdini

Learn to create an animation ready zombie character rig with Houdini.

In this course we cover the fundamentals of the role of the Technical Animator or Rigger. We will create, node by node, a game ready animation rig ready to deploy into the Unity Game Engine. Along the way we will cover the fundamental concepts of rigging inside Houdini, and create a range of reusable rigging tools using Python and Houdini Digital Assets.

After completion you will have an animation ready zombie asset – and for Houdini Indie users we will explore exporting the finalized rig into Unity for testing.

Not a single step is skipped, we go from zero to a fully rigged, skinned and animated asset, with a versatile user interface.

This course is ideal for beginner animators or someone who is looking to translate their rigging knowledge from another 3D package and leverage the awesome power of Houdini in their game development projects.

Introduction

1
Hello - Welcome to Game Character Rigging with Houdini
2
The Role of the Rigger / Technical Animator
3
Common Pitfalls and Frustrations

Project Pre-Production

1
Learning Outcomes
2
Installing the Zombie character model and texture maps

Riggers Tool Box

1
Common Nodes in Use
2
Common Nodes in Use 02
3
Common Nodes in Use 03
4
Rigging Shelf
5
Digital Asset - Rig Pin Control
6
Python - End Null Tool 01
7
Python - End Null Tool 02
8
Python - End Null Tool 03
9
Python - FK Control Tool 01
10
Python - FK Control Tool 02
11
Python - FK Control Tool 03
12
Python - FK Control Tool 04
13
Python - FK Control Tool 05
14
Digital Asset - Rig Helper
15
Digital Asset - Rig Helper 02
16
Digital Asset - Rig Helper 03
17
Digital Asset - Rig Helper 04
18
Digital Asset - Rig Helper 05
19
Digital Asset - Rig Helper 06

The Zombie Rig

1
Planning
2
IK Legs
3
IK Legs 02
4
FK Spine
5
FK Spine 02
6
FK Arms
7
FK Arms 02
8
FK Arms 03
9
FK Hands
10
FK Hands 02
11
FK Hands 03
12
Head and Jaw
13
Head and Jaw 02
14
Space Switching
15
Space Switching 02
16
Organizing our Network View
17
Finalizing the Zombie Digital Asset
18
Finalizing the Zombie Digital Asset 02
19
Finalizing the Zombie Digital Asset 03

Capturing

1
Overview of Houdini's Bi-Harmonic capture system
2
Manual weighting of points
3
The Paint Skin Weights tool
4
Test animation and finalizing

Next steps...

1
Animation Workflow Tips in Houdini
2
Exporting to Unity
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