Hey, it's cool, no need to apologize! Focus on this challange and I guess everyone would be ok with it even without any video ( maaaybe after july ;p) We all want you to succeed in it, because you deserve it! And we love you. And you deserve that love aswell!
What an amazing comment, thanks Kemer, I appreciate the support! I'll do my best to still put out content but maybe I should ease off it a little. Thanks again!
I think I found an answer to the question I had before, pack/unpack can help to cache procedrual geometry that are assigned to points then restore later 🤔 I'll have to try that
Awesome, glad you figured it out. The only downside to the packing and unpacking method is that it can kinda break down when you need consistent orientations. Rotation is awkward when you're fetching it from the points to be used on the geometry.
Hey! There's also an actual muscle system, it does the muscle wobble and flexing stuff. Super cool. Mine is pretty much just a cheap trick😅 thanks for watching!
@@John-jj8jc For sure! I intend on creating a Houdini Isnt Scary Section for each type of dynamics network eg. Houdini Isn't Scary: Vellum. I am also finishing up the VEX isnt Scary series on Patreon. That will all be coming from next month :)
You mentioned some noise on the rig, could you please tell me how you did that? Is it a procedural node way or more like expressions in the parameters? As always great tutorial
Hey Marvin, so in the parameter that you would like to add noise to, you can rightclick on the value and look for the 'motionfx' option. That has a few options such as smooth, noise and a couple others. You can then select noise from there. It will create a chopnet at the level where your parameter exists and you can go inside the chopnet. It is composed of 3 nodes, of which, you'll find the noise node which you can key frame and/or adjust things like amplitude and frequency. Hope that helps!
Hm, so if you want to model a character and use the muscle system, you _have_ to model in the skeleton too? For a full body character that seems like a lot of extra work, though it does look impressive though.
Hey! So this isn't the actual muscle system in Houdini. The actual muscle system works by blocking out shapes. For a skeleton, you may have some rudimentary bone shapes which act as anchor points for muscles. Those muscles attach to the bone structure and are simulated. Skin is then added as a layer on top of that. It does require extra steps but adds a surprising level of realism in a lot of cases.
And I guess it is possible to bind muscles to the skin so that it will be deformable and bulge where muscles are squashing. There is not anything that Houdini cannot make
Thank you for posting these; they have been providing some amazing insight!
We'd love a few muscle sims tutorial or even a series!! ❤️
Hey, it's cool, no need to apologize! Focus on this challange and I guess everyone would be ok with it even without any video ( maaaybe after july ;p) We all want you to succeed in it, because you deserve it! And we love you. And you deserve that love aswell!
What an amazing comment, thanks Kemer, I appreciate the support! I'll do my best to still put out content but maybe I should ease off it a little. Thanks again!
wonderful job... thank you so much for giving inspiration and teaching me
I love your editing man
this was awesome, reminded me of hellraiser. well done on making it to day18, some work banging these out every day
Well done on the win! Very cool!
super cool seriies youre doing! thank you for explaining as well!
Thanks for the comment😁
So much paitence and hard work 💯🥺
I think I found an answer to the question I had before, pack/unpack can help to cache procedrual geometry that are assigned to points then restore later 🤔 I'll have to try that
Awesome, glad you figured it out. The only downside to the packing and unpacking method is that it can kinda break down when you need consistent orientations. Rotation is awkward when you're fetching it from the points to be used on the geometry.
@@NineBetween oh I see 🤔
wowwwww you reached to 2nd position in winner board list :) i know you'll be the winner top of the list :) keep it up sir.
Thanks again for your belief in me, Mubashir! Only 9 days left but anything could happen.
@@NineBetween i am confident that you'll be winner. I wanna see my teacher on top :-)
Muscles in houdini are so interesting!
Hey! There's also an actual muscle system, it does the muscle wobble and flexing stuff. Super cool. Mine is pretty much just a cheap trick😅 thanks for watching!
@@NineBetween Cheap or not it looks really cool! Are you planning on continuing the Houdini isn't scary serues after the HOULY challenge is over?
@@John-jj8jc For sure! I intend on creating a Houdini Isnt Scary Section for each type of dynamics network eg. Houdini Isn't Scary: Vellum. I am also finishing up the VEX isnt Scary series on Patreon. That will all be coming from next month :)
@@NineBetween Perfect! I can't wait!
You mentioned some noise on the rig, could you please tell me how you did that? Is it a procedural node way or more like expressions in the parameters? As always great tutorial
Hey Marvin, so in the parameter that you would like to add noise to, you can rightclick on the value and look for the 'motionfx' option. That has a few options such as smooth, noise and a couple others. You can then select noise from there. It will create a chopnet at the level where your parameter exists and you can go inside the chopnet. It is composed of 3 nodes, of which, you'll find the noise node which you can key frame and/or adjust things like amplitude and frequency. Hope that helps!
@@NineBetween Amazing! Thank you very very much! :)
Hm, so if you want to model a character and use the muscle system, you _have_ to model in the skeleton too? For a full body character that seems like a lot of extra work, though it does look impressive though.
Hey! So this isn't the actual muscle system in Houdini. The actual muscle system works by blocking out shapes. For a skeleton, you may have some rudimentary bone shapes which act as anchor points for muscles. Those muscles attach to the bone structure and are simulated. Skin is then added as a layer on top of that. It does require extra steps but adds a surprising level of realism in a lot of cases.
it's a personal question, where are you from and where you work ☺️
Hey Jeng Dev, I'm from Cape Town, South Africa, currently in Johannesburg.
@@NineBetween wow i thought you r from Canada. Thank you for the reply
everyday~~
Everyday😁✌
Hey CAN YOU PLEASE MAKE A DETAILED TUTORIAL FOR THIS? WITH SKIN FAT AND WRINKLES AND ALL THAT? PLEASE!!!!
And I guess it is possible to bind muscles to the skin so that it will be deformable and bulge where muscles are squashing. There is not anything that Houdini cannot make