Showing posts with label TechArt. Show all posts
Showing posts with label TechArt. Show all posts

Wednesday, November 5, 2025

Houdini Python: Classes

 Basic Outline

1. Start with class (name)

2. Setup: create object, container, merge nodes

3. Define inital geometry creation function with attributes for type, position, rotation, scale, color

4. Set attribute for all spheres to be polygonal instead of the default parametric

5. Define the operator overloads: inversion, union, difference, intersection

6. Define how the objects are being referenced when executing the various operations

7. Define the boolean types

8. Apply code provided to test my class





Thursday, October 23, 2025

Python Intro

 Python Intro - Houdini tool for input-defined shape creation within a cube shaped container

  • Successfully created a tool in the tool bar that will start by querying the user to select a shape from four possible objects (tube”, “torus”, “sphere” or “box”).

  • The following prompt asks the user to fill in with 3 integers separated by commas, any inputs other than integers result in a default value of 1 for each. 

  • The last prompt asks the user to define the scale of the object in a range of .1-10. The range is clamped so that any value below the minimum will result in the minimum value and any input greater than the maximum will default to the maximum value.


 




Monday, October 6, 2025

Animation State Machine

 Animation State Machine

For this assignment I used a Mixamo character rig and animations. The character has a blend space for moving in a single direction at an idle, walk, and jog pace. With the use of character and animation blueprints, holding the "F" key on the keyboard will trigger the character's death animation. Upon releasing this key, the character transitions into a getting up animation, with an input delay on movement that then transitions to its standard locomotive inputs. 


Animation Blueprint, Character Blueprint, and Character Blend Space




Monday, September 29, 2025

Game Animation

 Game Animation

For this project I used my own rig and animations in addition to a Mixamo character rig and break dancing animation. I created and identified an ik controller for both characters, then I retargeted the animations I had on each character to the other. My animations include a directional gesture, a range of motion test, and a break dance. I also set dressed this environment using modular dungeon assets.








Monday, September 22, 2025

Basic Rigging

 Basic Rigging

Basic FK rig for Demon model. I created the joints, constraints, controllers, and skin weights.





Monday, September 15, 2025

Intro To Blueprints

 Intro To Blueprints

For this assignment I created two blueprint animations: 

  • The first animation deals with a dynamic material triggered by the "G" key on the keyboard. Moss appears to be growing on the stone statue when "G" is pressed.
  • The second animation deals with a door opening and closing when character enters a trigger box area. 
  • Both blueprint classes include timeline ramp nodes.




Tuesday, September 2, 2025

UE5 / Perforce Basics

 UE5 / Perforce Basics

Screen Captures from my technical art homework level design.

Fantasy house assets and sky town asset pack were imported into the content folder structure, and I used the assets to set dress the empty scene.



Final Sprint Delivery #6

 Final Sprint Delivery #6 For this sprint I mainly focused on implementation and polish for everything in the Unreal sequencer.  1. I noted ...