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Rigging with Houdini 18.5 KineFX

  • DESIGN
  • Jan 16, 2025
SynopsisRigging with Houdini 18.5 – KineFX, available at $74.99...
Rigging with Houdini 18.5 KineFX  No.1

Rigging with Houdini 18.5 – KineFX, available at $74.99, has an average rating of 4.85, with 89 lectures, based on 237 reviews, and has 1231 subscribers.

You will learn about Learn to create a custom game ready animation rig in Houdini This course is ideal for individuals who are Game Developers, Animators, Technical Animators, Riggers, 3D Animators, 3D Modellers It is particularly useful for Game Developers, Animators, Technical Animators, Riggers, 3D Animators, 3D Modellers.

Enroll now: Rigging with Houdini 18.5 – KineFX

Summary

Title: Rigging with Houdini 18.5 – KineFX

Price: $74.99

Average Rating: 4.85

Number of Lectures: 89

Number of Published Lectures: 89

Number of Curriculum Items: 89

Number of Published Curriculum Objects: 89

Original Price: $22.99

Quality Status: approved

Status: Live

What You Will Learn

  • Learn to create a custom game ready animation rig in Houdini
  • Who Should Attend

  • Game Developers, Animators, Technical Animators, Riggers, 3D Animators, 3D Modellers
  • Target Audiences

  • Game Developers, Animators, Technical Animators, Riggers, 3D Animators, 3D Modellers
  • Updated for Houdini 18.5 KineFX

    **** Volume 02 ****

    This update includes over 4 hours of new video introducing the new Houdini rigging workflow KineFX.

    We will create 2 complete game ready rigs using the new KineFXtools, a tentacle and a zombie; introducing the new workflows along the way.

    Not a single step is skipped, we go from zero to fully rigged, skinned and animated assets, with versatile, animator friendly user interfaces.

    This course is ideal for beginner animators or someone who is looking to translate their rigging knowledge from another 3D package and leverage the awesome power of Houdini in their game development projects.

    **** Volume 01 ****

    Learn to create an animation ready zombie character rig with Houdini.

    In this course we cover the fundamentals of the role of the Technical Animator or Rigger. We will create, node by node, a game ready animation rig ready to deploy into the Unity Game Engine. Along the way we will cover the fundamental concepts of rigging inside Houdini, and create a range of reusable rigging tools using Python and Houdini Digital Assets.

    After completion you will have an animation ready zombie asset – and for Houdini Indie users we will explore exporting the finalized rig into Unity for testing.

    Not a single step is skipped, we go from zero to a fully rigged, skinned and animated asset, with a versatile user interface.

    This course is ideal for beginner animators or someone who is looking to translate their rigging knowledge from another 3D package and leverage the awesome power of Houdini in their game development projects.

    Course Curriculum

    Chapter 1: Volume 2 – KineFX: Introduction

    Lecture 1: Introduction 01

    Lecture 2: Introduction 02

    Lecture 3: Introduction 03

    Chapter 2: Volume 2 – KineFX: The Tentacle Rig

    Lecture 1: The Tentacle Rig 01

    Lecture 2: The Tentacle Rig 02

    Lecture 3: The Tentacle Rig 03

    Lecture 4: The Tentacle Rig 04

    Lecture 5: The Tentacle Rig 05

    Lecture 6: The Tentacle Rig 06

    Lecture 7: The Tentacle Rig 07

    Lecture 8: The Tentacle Rig 07.01

    Lecture 9: The Tentacle Rig 08

    Lecture 10: The Tentacle Rig 09

    Chapter 3: Volume 2 – KineFX: The Zombie Rig

    Lecture 1: The Zombie Rig 01

    Lecture 2: The Zombie Rig 02

    Lecture 3: The Zombie Rig 03

    Lecture 4: The Zombie Rig 04

    Lecture 5: The Zombie Rig 05

    Lecture 6: The Zombie Rig 06

    Lecture 7: The Zombie Rig 07

    Lecture 8: The Zombie Rig 08

    Lecture 9: The Zombie Rig 09

    Lecture 10: The Zombie Rig 10

    Lecture 11: The Zombie Rig 11

    Lecture 12: The Zombie Rig 12

    Lecture 13: The Zombie Rig 13

    Lecture 14: The Zombie Rig 14

    Lecture 15: The Zombie Rig 15

    Lecture 16: The Zombie Rig 16

    Lecture 17: The Zombie Rig 17

    Lecture 18: The Zombie Rig 18

    Lecture 19: The Zombie Rig 19

    Lecture 20: The Zombie Rig 20

    Lecture 21: The Zombie Rig 21

    Lecture 22: The Zombie Rig 22

    Lecture 23: The Zombie Rig 23

    Chapter 4: Volume 2 – KineFX: Appendices

    Lecture 1: Appendix 01

    Lecture 2: Appendix 02

    Lecture 3: Appendix 03

    Lecture 4: Appendix 04

    Chapter 5: Volume 1 – Bones: Introduction

    Lecture 1: Hello – Welcome to Game Character Rigging with Houdini

    Lecture 2: The Role of the Rigger / Technical Animator

    Lecture 3: Common Pitfalls and Frustrations

    Chapter 6: Volume 1 – Bones: Project Pre-Production

    Lecture 1: Learning Outcomes

    Lecture 2: Installing the Zombie character model and texture maps

    Chapter 7: Volume 1 – Bones: Riggers Tool Box

    Lecture 1: Common Nodes in Use

    Lecture 2: Common Nodes in Use 02

    Lecture 3: Common Nodes in Use 03

    Lecture 4: Rigging Shelf

    Lecture 5: Digital Asset – Rig Pin Control

    Lecture 6: Python – End Null Tool 01

    Lecture 7: Python – End Null Tool 02

    Lecture 8: Python – End Null Tool 03

    Lecture 9: Python – FK Control Tool 01

    Lecture 10: Python – FK Control Tool 02

    Lecture 11: Python – FK Control Tool 03

    Lecture 12: Python – FK Control Tool 04

    Lecture 13: Python – FK Control Tool 05

    Lecture 14: Digital Asset – Rig Helper

    Lecture 15: Digital Asset – Rig Helper 02

    Lecture 16: Digital Asset – Rig Helper 03

    Lecture 17: Digital Asset – Rig Helper 04

    Lecture 18: Digital Asset – Rig Helper 05

    Lecture 19: Digital Asset – Rig Helper 06

    Chapter 8: Volume 1 – Bones: The Zombie Rig

    Lecture 1: Planning

    Lecture 2: IK Legs

    Lecture 3: IK Legs 02

    Lecture 4: FK Spine

    Lecture 5: FK Spine 02

    Lecture 6: FK Arms

    Lecture 7: FK Arms 02

    Lecture 8: FK Arms 03

    Lecture 9: FK Hands

    Lecture 10: FK Hands 02

    Lecture 11: FK Hands 03

    Lecture 12: Head and Jaw

    Lecture 13: Head and Jaw 02

    Lecture 14: Space Switching

    Lecture 15: Space Switching 02

    Lecture 16: Organizing our Network View

    Lecture 17: Finalizing the Zombie Digital Asset

    Lecture 18: Finalizing the Zombie Digital Asset 02

    Lecture 19: Finalizing the Zombie Digital Asset 03

    Chapter 9: Volume 1 – Bones: Capturing

    Lecture 1: Overview of Houdinis Bi-Harmonic capture system

    Lecture 2: Manual weighting of points

    Lecture 3: The Paint Skin Weights tool

    Lecture 4: Test animation and finalizing

    Chapter 10: Volume 1 – Bones: Next steps

    Lecture 1: Animation Workflow Tips in Houdini

    Lecture 2: Exporting to Unity

    Instructors

  • Rigging with Houdini 18.5 KineFX  No.2
    Richard Banks
    Lecturer in Games Technical Art
  • Rating Distribution

  • 1 stars: 0 votes
  • 2 stars: 4 votes
  • 3 stars: 6 votes
  • 4 stars: 62 votes
  • 5 stars: 165 votes
  • Frequently Asked Questions

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