本课程将系统讲授如何在Houdini中创建程序化动态设计与物理模拟。通过为期八周的渐进式学习,您将掌握运动设计的核心方法论与实践技巧:从基础理论、SOP/VEX与模拟技术的综合运用,到几何实例的多元处理方案;从Vellum模拟的艺术化调控,到通过VEX技巧融合常见特效并构建高级控制体系;最终通过一个为期三周的综合项目实战(包含产品展示镜头规划、几何体预处理、FX分层制作、高度场模拟及材质灯光渲染全流程),完整掌握高端动态图形作品从技术开发到艺术合成的全链路创作能力。

课程不全:共8周25小时 收集为16小时 (有更新会同步到原链接内)1920X1080 mp4 语言:英语+中英文字幕

MOTION DESIGN IN HOUDINI。Learn how to create procedural motion design and dynamic simulations in Houdini
In this course, you’ll deep dive into motion design in Houdini。
WEEK 1
Introduction to Houdini for motion design. We’ll introduce the first project we’ll tackle as well as some theory into using Houdini for motion design. You’ll learn different approaches to motion design; when to use sops, when to use vex, and when to simulate. We’ll also go into why we choose one option over the other as well as combining techniques.
WEEK 2
In week two we’ll dig deeper into the techniques of the first project. You’ll learn a couple different approaches to handling geometry instances and why to choose one over the other based on the problem you’re trying to solve. We’ll also go over how to art direct vellum simulations in conjunction with procedural animation。
WEEK 3
In week three we will introduce our second project. We’ll explore several handy vex techniques to combine some commonly seen FX into something unexpected. We’ll also explore how to build additional control into our setups.
WEEK 4
In week four we’ll finish our second project. We’ll build upon what we created in week three. From there, we’ll set up proper shots and animation that you would typically see in a high end motion graphics or animated piece. We’ll use the controls we created the previous week to add another level of complexity to our animation.
WEEK 5
We plan a larger, 3 week project combining the techniques we’ve learned in the first 4 weeks. We start by planning a 3 shot product reveal. We’ll source and prep our geometry so we have all the creative control we’ll need to create a high end piece. Then we’ll block out our sequence with rough animation and camera moves.
WEEK 6
In week six we take the blocked out version of our sequence and start building out the fx and motion design layers. We’ll break up the build into different parts. In week 6 we’ll handle the foam and leather parts. We explore how we can add another element to our motion design, heightfields and volumes.
WEEK 7
In week seven we’ll begin looking at building the plastic and mesh parts. We’ll dive into more heightfield simulations and vex to precisely control our animation. We’ll use our curve tool from week one as a base for the mesh. Finally we’ll begin combining everything together as we approach final animation.
WEEK 8
We put the final touches on the project and setup attributes to pass through to the shader. We finish the project with the last of our vex tricks before lighting and rendering the scene. Finally we bring it into Nuke for compositing.

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