The Best Animation Toolset For Game Developers #UE5 #SideFX #Maya #Blender #3DsMax
What IS GOOD DEV GODS!
In today's video I show you guys an in depth process of using one of the best animation toolsets out there.
Houdini KineFX allows you to procedurally rig, edit animations, mirror animations as well as allowing you to automate these processes using PDG or "TOPS".
This is one of the most powerful workflows to have so good even my studio partner told me I'm giving away too much sauce. Hopefully this video helps someone and also creates more houdini users!
If you have any questions or feedback dont hesitate to leave a comment or hop in my discord
Discord - https://discord.gg/ZhhWaeV
Also Follow All My Socials
Twitter - https://twitter.com/CainGodTier
Instagram - https://www.instagram.com/cain.godtier/
0:00 - Intro
0:36 - How The Tool Works (Overview)
3:40 - Tools Pipeline Walkthrough
7:36 - The Filename Attribute Explained
8:04 - Tool Explanation Outro
8:31 - Showing Off The Power Of The Tool
9:27 - Cooking The ROP Fetch Node (Batch Exporting)
10:37 - Bringing The Exported Anims Back To Edit Further
11:48 - THE TUTORIAL STARTS HERE (Setting Up)
12:32 - Exporting Our Source Rig From Unreal Engine (You Need 3rd Person Mannequin)
14:05 - Setting Up Our Houdini Project
15:56 - Adding Bones To The Base UE5 Mannequin Skeleton
20:17 - Exporting & Saving Our Edited Skeletal Mesh
23:41 - UE5 IK Rig Retargeting System To Batch Retarget Animations
27:51 - Setting Up Our Bone Chains For Retargeting
32:58 - Setting IK Retargeter Asset
34:57 - Bulk Retargeting Paragon Wraith Animations
36:05 - Bulk Exporting Our Source Animation Files
38:38 - Setting Up Our Batch Edit Tool In Houdini
40:07 - Attaching A Weapon To Our Weapon Bone
43:55 - Creating The Nodes That We Use To Edit Animation
47:14 - Setting Up The Tops Network
48:48 - Organizing Our Source Animation Folder Structure
51:52 - Passing A Search Directory To Our FilePattern Node
52:37 - Using The Filter By Range Node
54:18 - The ROP FETCH Node
56:49 - Preparing To Batch Edit
58:20 - Adding Our Additive FK Bone Edits (Rig Pose Node)
1:00:14 - Finalizing Our Animations For Batch Export
1:02:55 - Cooking Our ROP FETCH Node (Batch Exporting)
1:03:18 - Double Checking Our Animations Exported Correctly
1:04:55 - Outro