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Houdini Craft Automobile System Volume 2

cmiVFX 2014-05-15 14:51 article  > All

cmiVFX has released the second video for their brand new three-part series on Houdini FX for simulation of real-time motion.

In this tutorial you will learn how:

- adding more detail to our automobile rig

- explore linear velocity and angular velocity. In order to build this real-time automobile simulation, one must understand the difference between these two types of velocity.

- You'll also add a Turbo Key to our asset so you can move faster. If you want your vehicle to stop, there are also strong brakes that we'll be adding.

- In the last chapter we'll use particles for the primary simulation and we'll explore particle nodes as they relate to our real-time project. This lesson is packed with some valuable knowledge that every one needs to know about controlling particle behavior.

This video is available today at the cmiVFX Store: www.cmivfx.com

Chapter Descriptions

  • Additional Rotation of the Wheels Part 1
    • This first chapter will explain the difference between linear velocity and angular velocity with a very clear example.
  • Additional Rotation of the Wheels Part 2
    • To create an accurate rotation for our wheels ,we'll need to compute the speed for each wheel and apply it inside our tool. This is a cool detail and it's one of the secrets of good vehicle animation.
  • Adding a Turbo Key
    • We'll add a turbo function and we'll add detail to all of the control parameters.
  • Add Brakes and Hand Brakes Keys
    • Most cars also have two types of brakes. Usually one brake is stronger than the other. We'll make all this happen with Houdini.
  • Suspension Effect
    • Creating a suspension system will add a very realistic effect to our car simulation. The vehicle's body moves differently than the wheel base. You'll notice this even more during turns and speed changes. We'll implement this by using a very clever, fast method.
  • Particle Simulation
    • Now we'll begin using particles. The particle operator context will become our primary simulation combined with channel operators. We'll make our particles move in space exactly how we want them to. We can use them to limit speed for example. The velocity node, force, suppress, event, and many other nodes will be discovered in this chapter as well.

About the Instructor

Alaliwi Hossam-Aldin is a VFX professional from Syria. He has a master's degree in mechanical engineering, and he has a vast amount of knowledge about physics, fluids, forces, rigging, and math, etc. He also likes traditional painting and he considers it to be one of his favorite hobbies. Alaliwi's love for CG started when he was at the university level studying AutoCAD 2D & 3D modeling for mechanical parts. He was searching for a more powerful tool, so he jumped up to using 3DSMax, and then Maya. Finally, he found the amazing world of SideFX, and For more flexibility, he chose Houdini as his primary tool for combining his art and science knowledge. Alaliwi is very interested in the power of Houdini. He has completed a wide range of professional projects using Houdini pyro and fluid dynamics. Alaliwi believes that taking care of every tiny detail is the best way to achieve a fantastic result.

If you have any questions you can send him an email: hossam01983@yahoo.com

Project Contents

All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you!

This video is available today at the cmiVFX Store: www.cmivfx.com

 

Author: cmiVFX Editor: Michal Franczak
Tags: houdini
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