Join Scott Pagano for an in-depth discussion in this video Process overview, part of Houdini 15.5: Dynamics and Simulation.
- In this chapter, we're going to look at building a rigid, body dynamic simulation set up using the Bullet Solver in Houdini. And with this shot is, we're going to build. Let me play this back and play it here, this sci-fi crate crash landing here on this alien planet and all of these little parts inside falling out. And this is a great example of building a dynamic set-up with a bunch of different kinds of shapes. So we're going to look at different kinds of collision geometry we use in different situations. It also illustrates the power of Bullet's ability to have thousands of little objects simulated within a scene really efficiently.
So let's keep playing this back for a second. So we're going to go through, we're going to step through the assets that we've provided for you and then piece by piece we're going to add in elements into the simulation and refine and refine and refine along the way until we have the shot that we're showing you here. Okay, so let's dive in and let's take a look at the geometry we've provided to build the scene out.
- 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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