The objective of this class is to help you become familiar with the Houdini interface and comfortable navigating around Houdini. We will work together through a few basic examples as we study how data flows through Houdini. This session is a repeat of the “Intro to Houdini” workshop taught at Side Effects, Santa Monica.
In this module we will delve deeper into Houdini’s unique user interface and become comfortable using Houdini’s traditional modeling tools. Building a small hard surface model, we will learn how to group geometry, use the poly bevel, extrude, split, and knife tools. In addition we will look at the creep and ray tools.
Now we understand how to use the basic modeling tools it is time to learn how to think as a Houdini artist and create procedural models. We will use the model created in week 2 and derive what an artist down the pipeline will want to modify and make those parts of the model procedural. We will then package up the model as a Houdini Digital Asset and save it as a shelf tool.
This module will focus on Houdini’s traditional Keyframe animation tools. We will learn how to do keyframe animation, explore Houdini’s Channel Editor, how to create Channel Groups, and understand Houdini’s different ease in/out functions. In addition we will look at some object level techniques on creating curves/ paths for animation.
Keyframe animation is great but this module focuses on one of Houdini’s core strengths - Procedural animation and expressions. We will be learning all sorts of expressions to drive your animations. So blow off the dust of your old high school math book at let us begin.