Procedural Succulent Plant Rig
🕑 Added 2021-04-15 16:01:53 +0000 UTCIn this setup we use KineFX joint chains (https://www.sidefx.com/docs/houdini/character/kinefx/skeletons.html#turning-a-polygonal-line-into-a-joint-chain) to rig and animate a succulent plant.
Previously, we used KineFX only to only scale, bend and deform curves. In this approach, we also use the skeleton to capture and deform the leaf geometry which gives greater control over the shape and look of the plant as it allows for any model to be used for the leaves instead of being limited to sweeping curves as we were in the last example.
Using KineFX to generate and manage plant skeletons is incredibly powerful. Not only does this let us quickly model and pose plants, it also provides the capability to animate them, add simulation, or even layer things like noise for wind.
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Nghiêm Mạnh
http://tmdag.com/ptakun/eco_system/makeofplants_en_htm.htm
Nghiêm Mạnh
it's so cool, with so many succulent similarities how can i make a flower Link: Flume Skin https://i.imgur.com/QpBRpIv.jpg
John Kunz
Hey! I've never tried it myself yet, but this SOP node should be able to export FBX with bones https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--rop_fbxcharacteroutput.html
Mazin Magician
Is there a way to export something like this as an fbx with bones attached for other software/games etc? In my tests there are no bones on export. I've never used Houdini for rigging before so I'm sure I just don't understand the toolset fully. Help is appreciated regardless!