Utilizing the Auto Rig and Muscle System Tools in Houdini
Pluralsight
Course Summary
Throughout these lessons, we will rig up a character from scratch using Houdini's Auto Rig and Muscle System tools. Software required: Houdini 13.
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Course Description
Throughout these lessons, we will rig up a character from scratch using Houdini's Auto Rig and Muscle System tools. In this tutorial, we begin by importing the cage meshes and assigning materials. Then, we will create the Auto Rig system, paint influences, add facial blend shapes, and rig up parented eyeballs. By the end of this training, we will also go over a quick lighting setup and tweak materials as well. Software required: Houdini 13.
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Course Syllabus
Introduction and Project Overview- 0m 59s
—Introduction and Project Overview 0m 59sUtilizing the Auto Rig and Muscle System Tools in Houdini- 4h 7m
—Importing Meshes to Create the Base Geometry 5m 47s
—Assigning Materials 3m 21s
—Creating the Muscle Auto Rig Template 7m 34s
—Positioning the Upper Body Joints 7m 32s
—Positioning the Finger Joints 8m 8s
—Positioning the Left Thumb, Shoulder Blade and Clavicle Bones 6m 43s
—Creating the Animation and Deform Rigs 8m 55s
—Creating Our Proxy Rig from Our Base Geometry 10m 4s
—Adjusting Our Envelope Rings 7m 5s
—Propagating the New Proxy Mesh into the Animation Rig 7m 8s
—Setting Capture Muscle Envelopes 7m 51s
—Adjusting Capture Muscle Envelopes for the Fingers 7m 1s
—Adjusting Capture Muscle Envelopes for the Upper Body and Left Arm 6m 45s
—Animating a Range of Motion 7m 41s
—Introduction to the Paint Capture Node 6m 22s
—Painting Weights for the Left Leg 12m 18s
—Painting Weights for the Upper Body 10m 10s
—Using Visibility Nodes to Paint Weights in Difficult Areas 7m 8s
—Painting Weights for the Jaw 12m 31s
—Using Visibility Nodes to Mask Fingers for Finger Weighting 4m 50s
—Beginning to Paint Weights for the Fingers 9m 16s
—Finessing Weights for the Fingers 5m 58s
—Painting Weights for the Wrists 3m 47s
—Investing Mirrored Weights for Asymmetry Issues 4m 54s
—Creating a Second Paint Capture Node for Asymmetrical Fixes 9m 9s
—Baking out the Muscle Capture and Painted Weights 4m 35s
—Creating a Facial Blend Shape Expressing Anger 7m 20s
—Creating a Facial Blend Shape Expressing Sadness 4m 37s
—Creating a Facial Rig Tab for Our Blend Shapes 6m 27s
—Blasting out the Weighted Eyeballs 2m 27s
—Preparing New Eyeballs for Our Rig 4m 24s
—Installing New Eyeballs into the Animation Rig 6m 41s
—Tweaking Our Rig 7m 39s
—Tweaking .Bgeo Weights and Prepping Our Rig for Render 8m 21s
—Creating a Lighting Setup for Render 7m 2s