CFX

Pxlink: KFX, Unreal Animation, Animation
Obsidian: [[10-01-01-Animation]] [[09-01-01-KFX]] [[05-01-01-U_Animation]]

Realistic skin deformations

  • Weight Paintg - not realistic tidius and big aount of manual work
  • Corrective Bledn shapes - labour-intensive, increases the complexity of the rig / can apply machine learning
  • Muscle systems - deep understanding of anatomy, complex to build / can apply machine learning

basicgroom.hiplc


Muscle

  • muscle + tissue (- fdm in future now vellum) Required bones geometry
  • muscle solidify (tets mesh)
  • fiber groom.
  • muscle properties
  • draw muscle tension lines.
  • muscle flex - animate tension

https://80.lv/articles/introduction-to-grooming-in-houdini-19-hair-and-fur-tutorial/ https://www.youtube.com/watch?v=DTmiESHNg3s https://vimeo.com/709548381?embedded=true&source=vimeo_logo&owner=1723479

https://www.youtube.com/watch?v=XUVk4FMOw1w

Groom

Shelf tools

Add Fur
  • tool creates guides, generates the fur,
Create Guides
  • can use for only guides gen + can merge all guides for further fur generation
Groom

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Principles

Flow

This is the general perception of the macro structure of the groom, influenced by the external forces and behavior of the subject.

  • like curl
  • Longer hairs have more flow

Clumps

Groups of hair that generate the mid levels of detail on the groom, from big clumps to the smaller group of at least 2 hairs.

  • attraction point is like curve
  • profile and shape change. (height of force ) if force is further than len. Tips are not touching each other. If is low clump is a massive

Per Strand

This is on hair level, each hair has different characteristics that define the micro level, but can overwrite the macro levels too.
Groom Principles

Feather

Non intersecting planes
Feather Principles


https://youtu.be/a-MCxRyU9wo - volume groom guides

H19 groom

  1. draw curves as guides
  2. process guide (lift not working: custom lift like band )
    • main bigger clumps. >
  3. hair generate >
    • hairgen become groom 4.

====

  1. guide groom
  2. guide init
  3. guide processes chain

Tony Atherton | FMX HIVE 2022

  1. guide groom few times for simple flow diresction guides to fit (RECACHE in guide groom)
  2. generate full groome (interp throu guides)
  3. add noises and variations

H18.5 groom

[Hair Generate]

  1. Skin geometry
  2. Guides (if not quick in geo)
  3. Skin animation

@density, @length - can be painted befor

Guide

[Guide Process]

Procedural. Operators to wrok with attributes and maps

  • Bend - (in root, constant or attrib direction)
  • Set Direction
  • Lift
  • Length
  • Straighten
  • Smooth
  • Wave - like 2d noise freq and ampli
  • Frizz - like 3d noise . Frequ (1 big / 100 super small)

[ Guide Groom ]

Paint with Cache! try to have Guide process after Guide groom to update nicely

Brushes:

  • Plant Guides - (paint new)
  • Part - driving toward surface (repeling) \ not stationary ? (stripes on cats ?)
  • Clump - project on the skin to a point (projection of attraaction) // stationary brush. [ctrl] to controll
  • Cut -
  • Extend - it follow projection from cam. (zbrush snake like)
  • Lift -

[Guide Colide]

Surface offset to lift up hairs.

  1. guide (in hair gen its is second inso need to cross it)
  2. skin
  3. vdb

Advect from curve

Gude groom with curve advected by volume

GuideAdvect

[ Guide Advection ]

  1. Guides (from HairGen)
  2. Skin geometry
  3. Skin VDB
  4. Velocity (volume from curve)

[ Volume From Curve ]

  1. Curve (drawcurves on surface)
  2. Skin
  3. Skin VDB

Hair

[Hair Clump]

Not use on guide use on hairs. unless you need st specific.

  1. Hair cut
  2. Skin

Feather


Bake Cards


Files

https://www.youtube.com/watch?v=GBLd9oQMMmM