Join Scott Pagano for an in-depth discussion in this video Exploring collision geometry types, part of Houdini 15.5: Dynamics and Simulation.
- [Instructor] An important fundamental…when we're building dynamic systems…that involve collision is setting up collision geometry…that's going to work properly…and efficiently for our scenes.…So here we have an incredibly simple thing,…we just have a box.…And we're going to go into our box sim one dynamics network,…and you can see that we have a ground plan here,…and our box is now blue,…so I select my box one, open up its parameters,…you can see that its guide geometry is turned on.…And this is the geometry that Bullet sees internally…when it runs its simulation.…
And it's important because often we have…really complicated geometry,…and we want to send simplified representations…of that geometry into the bullet solver,…so it's fast and efficient.…Okay, this is the simplest case example.…So now we're going to move on down the line here,…and I'm going to look at my box two.…Let me open this back up.…And this shows a slightly different scenario,…because now our box has this cut out in it,…and it is one contiguous piece of geometry,…
- Destroying objects with Houdini rigid body dynamics
- Creating a soft object simulation with Houdini Wire and Finite Element simulations
- Creating a Houdini digital asset (HDA) destruction system for use in Maya and 4D
- Using an HDA destruction system in Maya
- Using an HDA destruction system in CINEMA 4D
Skill Level Advanced
Houdini: Advanced Motion Graphicswith Scott Pagano4h 23m Advanced
Overview of constraints2m 32s
2. Rigid Body Dynamics
3. Soft Body Dynamics
4. Building an HDA
Next steps1m 12s
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