Houdini Tutorial | Blooming Flowers | Model, Rig, and Animate | Part 3
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Flower Animation Part 1:
Flower Animation Part 2:
In the first two parts, we went over procedural modeling for a single petal, procedural rigging, and how to animate and deform a single petal. Then we distributed the single petal onto a phyllotaxis point setup and created a procedural animation system for the full flower.
In this part three of the Houdini flower tutorial series, we will make some final tweaks to this flower setup. The ultimate goal here is to add realistic flower petal detail and run the animation through a vellum simulation. This is the final part of setting up. You can use this setup to model flowers from reference or make up your own flower shapes.
Before getting to a vellum setup, we need to ensure that the flower is properly de-intersected, so no petals are overlapping.
Then I’ll go over how KineFX motion clips can be used to sequence animations together, and I’ll give a brief overview of my asset that does the same thing, only faster.
Once all of that is done, we will prepare the flower for the vellum simulation.
At the end, we’ll do a few fixes and edits throughout the setup to finalize it.
In the next video, we will model a flower from reference using our now finished setup. Hopefully, we will also manage to shade and render using Karma and Solaris.
These methods are a mix of things I have seen from John Kunz on Patreon, Entagma, and some things I figured out together with Simon Reher.
Resources:
Flower Garden | Carl Krause | Paris HIVE 2023
Flower Projects | Paul Esteves | MucHUG
My KineFX notes on Notion:
My VEX notes on Notion:
Feel free to ask any questions or leave feedback in the comments. Would be happy to see any flowers people create.
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Chapters:
00:00 - Overview of Lesson
00:16 - 1. Deintersection
01:57 - 2. Animation Sequencing
02:50 - Time Management
04:33 - Close Flower Animation
05:35 - Motion Clip Sequencing
06:05 - Custom Animation Sequencing
07:33 - Fixing Missing Attribute
07:46 - 3. Vellum Sim
09:04 - Vellum Rest Blend
09:52 - Retaining Animated Attributes
10:40 - File Cache
11:00 - 4. Misc Extra Shaping Control
11:29 - Extra Petal Surface Detail
13:10 - Ramp Stretch Stiffness
13:55 - Keep center_mask Fix
14:00 - Add Wind to Sim
14:19 - UV Fix
14:42 - Next Steps