Rigging with Houdini 18.5 KineFX
- DESIGN
- Jan 16, 2025

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
Who Should Attend
Target Audiences
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

Richard Banks
Lecturer in Games Technical Art
Rating Distribution
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