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Houdini Empowering Digital Assets with Python

Houdini Empowering Python For Digital Assets is a fantastic video based on the interoperability of two powerful procedural systems: Houdini and Python scripting. This is a project based solution for Python, and can be utilized with our learning python video, however if you know python basics, this is the only video you will need.

Length: 2 Hours 8 Minutes 25 Seconds

Price: $29.95

Houdini Empowering Digital Assets with Python

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Python scripting could be of a great help, especially when it comes to redundant things that if done manually would take ages. In this part you are going to learn how to use python, inside the python shell, to automate the creation of the Rubik's cube and all the necessary nodes from scratch. By the end of this part you will have built, using python, the geometry of the Rubik's cube with the materials attached to it and with nulls parented to the cubes that will serve later in the code.

Chapter Descriptions

Introduction to Digital Assets

Digital assets are a very important brick in any workflow built around or using Houdini. In this part you will be introduced to digital assets and you will learn, by transforming the Rubik's cube into one, how to transform a bunch of existing nodes into a digital asset.

Python Inside The Digital Asset

Since digital assets are entities that can live by themselves, it is crucial to be able to include the scripts they use inside them. There are many methods to do that and in this part you are going to learn one of those methods. By creating a simple python function inside the Rubik's cube digital asset and then adding a button also to the digital asset to be able to call this function.

Rubik`s Rig Core Code

All is ready now to begin building the core code of the Rubik's cube rig. In this part you are going to go deeper into the python code that will drive the behavior of the rig. You are going to learn about the functions and how to pass parameters from the buttons to these functions, to be able to drive a multitude of conditions that will determine what cubes belong to which faces, which faces will rotate, how they are going to rotate ... etc

Keying and Animation

Up until now all the work done so far, allows only to play with the Rubik's cube, no keys were set and therefore no animation. To bring the cube to life, in this part, you are going to learn how to create the code that will allow setting key frames on the rotations to get an animation!

Custom Geometry

What if the user needs to use custom geometry instead of the default cubes? In this part you are going to see how to make this possible and how to allow the user to define a custom geometry or not, in which case the default cubes will be used.

Finishing Touches

Resetting the cube to its initial state is important because not everyone knows how to solve it! :) In this part a reset button will be created as well as making the rotate function more flexible by allowing it to take the angle in as a parameter.

About The Author

Georges Nakhle, lebanese, and has a masters degree in mechanical engineering. he has a wide artistic and scientific knowledge, he began his art steps with traditional painting and sculpting then gained a diploma in dramatic monologue (acting -singing), he has worked as a writer and perfomer in radio and TV. combining arts and science led him to CG, so he mastered many tools including Maya and Houdini among others, he's also a programmer so he's currently working for Dassault Systemes in Paris-France and he had also worked in combination between Dassault-Systemes and Mental Images the makers of mental-ray. He is very picky about the details and he believes that every small detail contributes to the finished product.

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