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Basic Auto-Rigging for Games in Houdini
Rating: 4.9 out of 5(7 ratings)
200 students

Basic Auto-Rigging for Games in Houdini

Building an automatic humanoid rigging system for Game Engines in Houdini
Created bySimon Hayes
Last updated 4/2021
English

What you'll learn

  • How to build an automatic rigging system in Houdini

Course content

9 sections118 lectures14h 33m total length
  • Introduction2:21

    The course introduction and an overview of the rigging system.

  • Root Motion1:56

    A very brief overview of what root motion is. I have included a couple of engine documentation links. The Unreal engine link contains the most in depth information on what root motion is.

  • What you need to know1:22
  • Bugs and new features to be implemented0:26

    What still needs to be done.

Requirements

  • Basic knowledge of Houdini
  • Should know how to set up an HDA
  • Should know how to set up an project

Description

In this course I go over my personal auto-rigging system. The system is designed to be compatible with Unity but I have also configured it to work with Unreal. The system is designed to be scalable with a team producing rigs for different parts of the pipeline.

The Guide has the following features:

  • A Symmetry system

  • It builds 3 rigs

  • A preset system

The main rig has the following features:

  • IK/FK Arms.

  • Most of the major joints can blend between their own orientation and their parents

  • A reverse foot setup

  • Curve based IK for the spine with IK/FK Blending

  • Blending between direct and look-at controls for the head

  • Blending between direct and look-at controls for the eyes

  • Selection groups

*Note: This system is functional but the rig is still very basic and there are still a lot of bugs.

Who this course is for:

  • Anyone interested in rigging in Houdini