Archives For Animation

I’ve been having a serious look at using spheres and also boxes to represent the collision
shape in bullet simulations. Spheres are great in that you can rely on the geometry to not get caught and hang on to each other. Boxes offer a nicer settling motion in certain setups too. The main reason I wanted to look at it, was to avoid always needing to use glue constraints. Sometimes I want a nice quick voronoi fracture that uses the clustering option, and this yields shitty collision approximations with convex hulls.

Enter vdb sphere packing! It allows me to fill the wacky geometry shapes and use those as colliders. I just save out my points, and transform the original pieces. Voila!

vdb_sphere_packing

2018 Reel

July 2, 2018

Blah blah, doesn’t have the awesome work from current projects, but it’s not too bad.

sin_unitcircle

Houdini Coordinate System

December 18, 2016

Here’s a quick visual for understanding the right-hand coordinate system that Houdini uses. Note in the second image, if you point your thumb in the + direction of an axis, and curl your fingers, the curl direction is the positive direction for rotation around that axis.

This is a product of being a right-hand coordinate system. It also controls the default direction of the cross product.

houdini_rh_coordsystem

Houdini_rh_coordSystem_positiveRotation.jpg

[vimeo 131941068 w=660 h=281]

Houdini Contact Maps

March 7, 2015

CGI-O-TRON 9000

March 7, 2015

DSC_0743