Which studios use houdini




















You mean Takes, right? Animation Layers are a nice feature at least on paper, for in the current incarnation — 6 — of XSI I heard is rather buggy, as the rest of the package.

They should allow you to layer animation on top of existing channels animation, mocap. Theoretically it could be done with chops, but with layers you can do it in the viewport without any bother. As digitallysane said, I meant animation layers. And from my experience they are actually pretty useful.

I can imagine CHOPS doing this but, hey, this is never ending story, we all would like to have it right there ready to use. Actually I've never tested Houdini's pose library and all this facility. Hope this can concur with XSI stuff. I actually think Houdini leaves XSI in the dust when it comes to character animation.

Unfortunately there are SO few people aware of this in the industry. Allegro Member posts Joined: March Offline. SYmek probbins You mean Takes, right? Have you looked at Takes in Houdini?

Did I miss something? Takes are scene versioning system not animation layering system. I know Houdini's Takes, I appreciate them but they are different story. Animation layers could be pretty simple to implement in Houdini though. Now the only addition is to let me keyframe new channel in viewport. New channel is of course added by CHOP network to underneath one.

One important thing is that Houdini should keep track of new channels names added so with some new control window I could switch between layers, delete all of them or currently selected at once etc.

Exile skies is a mobile game about airship combat created by a small Tokyo based company called DMM, the problem the developers faced was to finish the game in time with a very small team, which was composed of two persons only. They wanted to find a way to create a good looking video game with all its terrains and airships without relying on a graphic designer.

So, they also used SideFX Houdini in Video games because of its ability to generate most of the things they wanted to integrate into their game. So to generate the actual terrain, they took the mountain preset and the desert preset and linked them together to the mountains on top and the desert level below and then found a way to make the two look natural together.

The good thing about using SideFX Houdini in Video games, exactly this type of work is the fact that they always had the possibility to modify their work at any time during production to generate a different look for the desert or the canyons in the terrain. Modern Combat versus is a mobile game, which tried to push graphics in this category of videos to reach something close to the AAA standards, also using SideFX Houdini in Video games. During the production of this game, the team created a broad range of tools to generate high-quality environment backgrounds and mesh processing tools for destruction effects.

They, also, used it to generate environment assets, such as mountains, electrical cable networks, bridges, buildings, and much more. In addition to that, they developed a lot of other small tools to help them create massive content for their game procedurally. It combines fast platforming, puzzles, and stealth elements, with a unique art-style to create an impressive experience for players.

Another team of 3 artists only used SideFX Houdini in Video games, like in this beautiful one to create a large variety of assets for different environments, such as jungles, deserts, mountains, and floating islands.

They also used Houdini to model characters , generate mountains, clouds, rigid body collisions and more. The trailer featured significant amounts of facial animation and vast rendered environments.

This helped them push the quality and increase the detail of the FX to a higher level. The studio also had to generate the vast environments seen in the trailer. They began with the large landmasses in the planets, using World Machine to build the geometry for the ice surface of the moon of Europa.

I think we may used an equation to plug in for the simulated animation of the banner spinning around the pole and preventing the penetration of the banner on itself.

We also used texture mapping for the banner. This FX was needed only for one scene. We made it into a procedural pipeline so that those elements are consistent in animation, color, and texture in every scene.

An FX animator then used that pipeline and plug it into their scenes to generate those 3 elements. They then light the scene and track those elements into the scene so when it was rendered and comped, it would fit right in. That was a cool process. So we spoke to Stu Mintz, as well. However, keeping crew members and talent safe during shoots goes beyond maintain December 21, Escape Studios uses Houdini as part of its teaching of undergraduate and post graduate degrees, along with its range of short courses.

Students get the opportunity to work in industry-style studios using the latest tools and techniques, and work as part of a team on high quality creative projects.



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