壹盘资源提供的[设计教程下载]Houdini教程 Houdini VEX & Python脚本高级编程训练视频教程下载地址来源于网络分享,网络资源均有时效性,请尽快下载[设计教程下载]Houdini教程 Houdini VEX & Python脚本高级编程训练视频教程,或保存[设计教程下载]Houdini教程 Houdini VEX & Python脚本高级编程训练视频教程到自己的网盘避免资源失效。
FXPHDHOU301AdvancedVEXandPythonforHoudiniTDs.rar (773.34MB)
下载地址:
隐藏内容,请登录后查看
Houdini VEX & Python脚本高级编程训练视频教程
时长2h 5m包含的项目文件MP4
标题:FXPHD – HOU301 –适用于Houdini TD的高级VEX和Python
信息:
本课程由Jeronimo Maggi教授,以Houdini VEX和Python简介(HOU217)中讲授的基础知识为基础,着重于主要使用Python和某些VEX创建工具。我们从头开始,随着需求的增加,在其他功能之上慢慢添加一个功能,最终学习了如何调试和测试代码。在整个课程中,我们将着眼于使用Git跟踪我们的版本,使用VEX中的头文件,在Houdini中创建和加载我们自己的Python模块,以及创建与Python模块一起使用的数字资产。
该项目本身涉及创建数字资产来管理Alembic文件的动画。我们添加的第一个功能是能够将动画从Alembic文件提取到对象级别,以便可以使用对象变换将其用作DOP中非常有效的碰撞几何体。为此,我们回顾了创建数字资产的逻辑,该逻辑将能够以程序方式检测要完全相同地进行转换的部分,以便将其转换一起提取。
最后,我们添加了将提取的动画作为碰撞几何导入DOP中的功能,其中所有参数均已配置并可以使用。在课程结束时,我们将提供一个工具,只需单击两次即可为任何变形的刚性物体创建非常有效的碰撞几何。
Duration 2h 5m Project Files Included MP4
Title: FXPHD – HOU301 – Advanced VEX & Python for Houdini TDs
Info:
This course, taught by Jeronimo Maggi, builds on the fundamentals taught in Introduction to Houdini VEX & Python (HOU217), focusing on creating a tool using mostly Python and some VEX. We start from scratch and slowly add one feature on top of the other as the needs come along, ending up learning how to debug and test our code. Throughout the course we take a look at tracking our versions with Git, using header files in VEX, creating and loading our own Python module in Houdini and creating our own digital asset to work alongside the Python module.
The project itself involves creating a digital asset to manage the animation of Alembic files. The first functionality we add is the ability to extract the animation from the Alembic file into the object level so it can be used as a very efficient collision geometry in DOPs using the object transforms. For that, we go over the logic of creating a digital asset that will be able to procedurally detect what parts are being transformed exactly the same so their transformations are extracted together.
Finally, we add the functionality of importing the extracted animation as a collision geometry inside DOPs with all the parameters configured and ready to use. By the end of the course, we will have a tool that will be able to create very efficient collision geometry for any deforming rigid object in just two clicks.