- [Instructor] Now that we've added all of our geometry…into the simulation and done a lot of work…to make sure our collision geometry representation…was all done right, now we can get into…actually having this simulation do what we want it to do.…So everything up to this point was just…making everything work, making all they systems…talk to each other, but not really focus too much…on what the actual end result was or making this look good.…And one of the reasons we did all this work…was so that we can now do this work updating…the kind of art direction and the creative part…of the simulation and iterate a lot faster…because all this stuff is set up right.…
So let's go into our scene_sim.…There's a bunch of different settings we're going to change.…First off what we're going to do is we're going to…go into our solver and hit the p button.…And we haven't changed anything in the bullet solver so far,…we've just left this on all the default settings.…And the first thing I'm going to do is…I'm going to turn on the parallel constraint solver…
- 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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