1. Introduction to Houdini Muscles — Transcript
Full transcript
- 0:00I'm liset levik and I am a character
- 0:02effects TD at side
- 0:04effects in this Houdini 20.5 muscles
- 0:07Master Class series myself and John
- 0:10Mariella will be showing you everything
- 0:11you need to know to simulate muscles in
- 0:14Houdini John will start out by
- 0:16introducing the broad Concepts and doing
- 0:18a basic muscle SASS and then I will do
- 0:20an in-depth node by node breakdown of
- 0:22the entire muscle workflow we know that
- 0:24there are many people who have used
- 0:26other dcc's and packages for muscles in
- 0:28the past and are looking for an
- 0:31alternative for this reason I will try
- 0:33not to assume too much Houdini knowledge
- 0:35and explain things that may seem basic
- 0:37and obvious to a more seasoned Houdini
- 0:39user but long-term Houdini users fear
- 0:42not this is a thorough and comprehensive
- 0:45Master Class not just for
- 0:47beginners in the second part of the
- 0:49series we will cover additional Advanced
- 0:51topics such as Target shapes and rest
- 0:53muscle D
- 0:54intersection note that these Advanced
- 0:56videos will be uploaded as they are
- 0:58created skin and tissue will be covered
- 1:01in their own separate master class and
- 1:04now over to John Mariella for his
- 1:06overview of the muscle
- 1:08system so what is the Houdini muscle and
- 1:10tissue system well it's a set of Houdini
- 1:12digital assd nodes that interact with
- 1:14and wrap around Vellum
- 1:16functionality your surface models are
- 1:18brought into the system turned into
- 1:20solids or tetrahedrons we then use an
- 1:22assortment of special purpose hdas which
- 1:25for the most part merely add or modify
- 1:27geometry attributes once the solid
- 1:29geometry is prepared we feed it into one
- 1:30of the solver nodes the solver nodes are
- 1:32wrappers around pre-wired Vellum
- 1:34constraints and it contained Vellum
- 1:36solver the attributes passed in with the
- 1:38solid geometry are used to modify or
- 1:40enable the constraint properties before
- 1:42they're fed into the velum solver which
- 1:44runs your
- 1:46simulation the overall intent of the
- 1:48system is to simplify much of the
- 1:49complexity involved in creating
- 1:50musculature and fleshy
- 1:52animations and by abstracting some of
- 1:54the general terminology and Concepts
- 1:56inherent in velm workflows into special
- 1:58purpose hdas hopefully make the system a
- 2:01little more
- 2:05intuitive when we work with the muscle
- 2:07and tissue system we're going to create
- 2:09three separate simulation passes one for
- 2:11each of the muscle the tissue and the
- 2:13skin layers after each simulation pass
- 2:16your output should be safe to dis
- 2:17because it's going to be used as the
- 2:18input for the next simulation
- 2:20pass your final renderable geometry will
- 2:23use the last simulation layer as an
- 2:24input to a
- 2:27deformer the prerequisite items you're
- 2:29going to need to get started are your
- 2:31creature surface model an anatomical
- 2:33muscle surface
- 2:35model and anatomical bone surfaces with
- 2:39animation the surface model should be
- 2:41constructed in a t pose and a feasible
- 2:43position near the origin with one of the
- 2:45principal axes being the plane of
- 2:47symmetry the outer surface should
- 2:49completely enclose the muscle and bone
- 2:53geometry the animation on the bones can
- 2:55be baked into the geometry but a
- 2:56deforming mesh with a skeleton or Kine
- 2:58effects or Channel animation is
- 3:00perfectly okay
- 3:05too so let's take a look at how a simple
- 3:07Vellum Network might differ from our
- 3:09muscle system in a typical Vellum setup
- 3:11we would take our geometry wire it into
- 3:14the Vellum constraint nodes like tedral
- 3:16stretch constraints or attach
- 3:17constraints and we would apply the
- 3:19attachment to specific points on the
- 3:21muscle and with a quick setup like this
- 3:23we can launch a simulation with a Vellum
- 3:26solver if we would then go back upstream
- 3:28and make any sort of change to the
- 3:30topology like here I make copies of the
- 3:33muscles then this might affect the point
- 3:35selection we made earlier our constraint
- 3:37has to be reconfigured with a new group
- 3:39of
- 3:41points if new Target geometry is
- 3:43introduced then again there may be some
- 3:46reconfiguring involved to get the right
- 3:53result if we want to get individual
- 3:55muscles to have specific properties like
- 3:57weaker attachments or a more rig
- 4:00appearance then we have to make changes
- 4:02to our Vellum setup maybe add additional
- 4:04constraints reconfigure them and have
- 4:07them ready to
- 4:08simulate what we end up with is a Vellum
- 4:11Network that is custom made for the
- 4:12incoming topology and point
- 4:19count let's compare that to a simplified
- 4:21muscle system setup here we have a
- 4:23muscle solidify node a physical
- 4:25properties node and a constraint
- 4:26properties
- 4:27node these hdas will create attributes
- 4:30on the muscle geometry that tell the
- 4:31muscle solver how the constraint should
- 4:33behave muscle ends for example have a
- 4:36procedurally generated weight mask that
- 4:38generates attachments to nearby bones
- 4:40changing the number of muscles or their
- 4:41point count or the number of bones
- 4:43doesn't require any special treatment in
- 4:44the constraint
- 4:53configuration by giving each muscle a
- 4:55unique muscle identification attribute
- 4:57we can select muscles in the viewport as
- 4:59distinct items
- 5:00changing physical material properties
- 5:02and constraint properties is simply done
- 5:04by adding a new parameter set on the
- 5:06property node and making tweaks that
- 5:07apply specifically to whatever is
- 5:12selected the convenience of this system
- 5:14makes it easy to set up in tweak
- 5:16simulations the HDA tools leverage the
- 5:19idea that point attributes can be added
- 5:21and varied to tailor the resulting
- 5:22simulation at an abstracted level one or
- 5:25two steps removed from the actual Vellum
- 5:26nodes that do the work the muscle solver
- 5:29node for instance has preconfigured
- 5:31constraints to affect muscle ends which
- 5:34pin the muscle insertions to nearby
- 5:37bones muscle to muscle attachments which
- 5:40connect neighboring muscles together
- 5:41with
- 5:43springs and muscle to Bone attachments
- 5:46which connect muscles to nearby bones
- 5:47with sliding variable
- 5:49Springs and most of the constraint
- 5:51properties will respond not only to
- 5:53stiffness and damping attributes they
- 5:55can also be controlled by weight masks
- 5:57to direct where the constraints should
- 5:58and shouldn't be applied
- 6:10let's move forward now to an example
- 6:11where we'll set up a complete muscle and
- 6:13tissue simulation on an animated
- 6:14character
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