Free Houdini Tutorial: Simulating A Belt Adjuster In Vellum

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  • Опубліковано 8 вер 2024
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    There are some setups that start out looking quite easy and then get harder the more you start thinking about them. And this belt adjuster is one of them because we got quite a few elements interacting with each other. As usual with Vellum, the solution here is choosing the right constraints and then tweaking lot's of values, which is exactly what we're covering in this episode.

КОМЕНТАРІ • 18

  • @Taranis_The_Third
    @Taranis_The_Third Рік тому +23

    Thanks, this was amazing!
    So tired of all that AI stuff, enough :D
    We need more tuts like this.
    The whole AI image generative stuff became so boring so fast.

  • @TomCushwa
    @TomCushwa Рік тому +1

    Thanks so much for making Vellum constraints clearer for me! Excellent!

  • @massimobaita7178
    @massimobaita7178 Рік тому

    Thank You very much, Christopher!

  • @zotake
    @zotake Рік тому

    👏👏👏 Nice tut anda Nice result! Thanks

  • @vfxskull6208
    @vfxskull6208 Рік тому

    This is fantastic, thank you!

  • @philippwelsing9108
    @philippwelsing9108 Рік тому

    Yaaay, so good. Thank you!

  • @landistanaka
    @landistanaka Рік тому +1

    Great job Chris!
    Just wanted to note how incredibly helpful it was when you gave an overview and broke down the shot by constraint types. This makes it easier for me to zoom out and decide which tools to use for specific tasks, and enables me to adapt this to my own projects. Would love if this became a standard practice in all tutorials. Without it it's hard to understand WHY we do each step so I feel that I'm not learning nearly as much.

  • @PawelGrzelak
    @PawelGrzelak Рік тому +4

    Very good breakdown.
    Did you experiment with sliding glue instead of creating them on each frame and breaking? Could get rid of that micro-shake you get.

    • @philippwelsing9108
      @philippwelsing9108 Рік тому

      That sounds interesting! How would you set that up?

    • @PawelGrzelak
      @PawelGrzelak Рік тому +3

      @@philippwelsing9108 It would require using `attach to geometry` or `stitch points` constraints instead of glue - they have an additional functionality "sliding rate"
      I highly recommend this vellum masterclass: ua-cam.com/video/zPQZ8KJTjzo/v-deo.html
      At 31:30 he starts explaining the vellum sliding constraints.

    • @zotake
      @zotake Рік тому +1

      @@PawelGrzelak That masterclass is huge!😃

  • @orientaxis
    @orientaxis Рік тому

    Thanks

  • @whippet_boy8594
    @whippet_boy8594 Рік тому +1

    How do you think things are going with Houdini compared to other software now? I have been learning Houdni for a while, and I am just finding it is needed less and less, even for more bespoke things, which is frustrating

    • @raulestrada6866
      @raulestrada6866 Рік тому

      In what way do you think it is needed less and less?
      Houdini is still heavily used in the film and gaming industry to create custom procedural tools, models, and HDA’s.

    • @raulestrada6866
      @raulestrada6866 Рік тому

      Now with unreal engine taking over Hollywood studios, Houdini seems like a perfect tool for procedural asset creation rather than modeling things the traditional way which is more tedious and less flexible.

    • @motiondeshahil
      @motiondeshahil Рік тому

      At first, I also had the same thought as you now, but I tried to keep adding the Houdini workflow into my works, it's getting easier and more comfortable and very powerful.

  • @ZhangSimon007
    @ZhangSimon007 Рік тому

    4:40

  • @hyunsulee1212
    @hyunsulee1212 Рік тому

    THX!