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Houdini: Advanced Motion Graphics

via LinkedIn Learning

Overview

Learn animation techniques using the strengths of Houdini: strand movement, audio-reactive motion graphics, a vine-growing system, and dynamic simulations for destroying objects.

Procedural animation is a powerful way to create motion that would be both inefficient and impractical to animate manually. Houdini offers a range of procedural animation tools that complement the CINEMA 4D and Maya pipelines. Adding Houdini allows for the generation of highly complex motion with relative ease and gives animators a whole new toolkit of reusable techniques. The techniques shown here use wire dynamics, rigid body dynamics, and channel networks to create animation data that can be imported into C4D or Maya and assembled, lit, and rendered there. Author Scott Pagano shows how to create organic-looking strand movement, audio-reactive motion graphics, a vine-growing system, and dynamic simulations for fracturing and destroying objects. Houdini is a powerhouse for all realms of moving image creation; with these videos, it will be a significant addition to your motion graphics arsenal.

Syllabus

Introduction
  • Welcome
  • What to know
  • Exercise files
1. Wire Dynamics
  • Intro to wire dynamics
  • Geometry prep and procedural animation
  • Creating our wire simulation
  • Adding collision geo to our simulation
  • Simulation caching and wire deforming
  • Revising and iterating our simulation
  • Exporting alembic files of our results
  • Flipbooking our animation
  • Importing our alembic file into Maya
  • Importing our alembic file into CINEMA 4D
2. Audio Reactivity
  • Audio reactivity intro
  • Importing audio files into CHOPS
  • Creating procedural animation channels
  • Applying our animation channels to geometry
  • Creating more animation channels from audio
  • Finalizing our scene
3. Growing Geometry
  • Overview of process
  • Creating an initial vine source
  • Animating vine growth
  • Creating vine geo
  • Creating attributes for leaf growth
  • Creating leaf growth points
  • Creating leaf geo
  • Export our asset as an alembic file
4. Object Destruction
  • Rigid body dynamics in Houdini
  • Fracturing geometry with VDB tools
  • Procedurally creating interior UVs
  • Creating proxy geometry for simulation
  • Setting up our dynamic simulation
  • Exporting alembic files
  • Flipbooking final results
5. Assembling Houdini-Generated Assets in Maya & CINEMA 4D for Final Scene Layout
  • Importing Houdini files in to Maya
  • Importing Houdini files in to CINEMA 4D
Conclusion
  • Next steps

Taught by

Scott Pagano

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