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Unlocking the Magic of Houdini ( Legendary )
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SECTION 1 - Intro and Setup - Chapter 1 - Things To Know
Lesson 01- What to Expect
Lesson 02- Learning How to Learn
Chapter 2 - Installation
Lesson 01- Houdini Licensing
Lesson 02- Houdini Install
Lesson 03- MOPS Install
Lesson 04- Qlib Install
Lesson 05- OD Tools
Lesson 06- MMB Pan
Lesson 07-Content Library
Chapter 3 - UI
Lesson 0.5- Infor Dump Warning
Lesson 01- Geometry
Lesson 02- Viewport Navigation
Lesson 03- Flags
Lesson 04- Selection
Lesson 05- Transform Tool
Lesson 06- Creating Nodes and Shelf Tour
Lesson 07- Viewport Shading
Lesson 08- Viewport Lighting
Lesson 09- Visualizers
Lesson 10- Display Options
Lesson 11- Timeline
Lesson 12- Animation
Lesson 13- Flipbook
Lesson 14- Geometry Spreadsheet
Lesson 15- Custom Desktop Layout
Lesson 16- Contexts
Lesson 17- Additional Organization and Help
SECTION 2 - SCRIPTING LANGUAGE
Lesson 01- HScript vs VEX vs Python
Lesson 02- Variables
Lesson 03- Project Structure
Chapter 2 - VEX
Lesson 01- Attribute Types
Lesson 02- Reserved Attributes
Lesson 03- Attribute Wrangles- Part 01
Lesson 04- Attribute Wrangles- Part 02
Lesson 05- Variables
Lesson 06- What Are Functions
Lesson 07- Channel Functions
Lesson 08- True and False Statments
Lesson 09- If Statements
Chapter 3 - For Loops and VOPs
Lesson 01- For Loops
Lesson 02- VOPs
Chapter 4 - Groups and References
Lesson 01- Groups
Lesson 02- Absolute and Relative References
SECTION 3 - Modeling
ASSETS
Chapter 01- Building a Little Shed - Lesson 01- Proceduralism and PureRef
Lesson 02- Modelling a Shed Manually
Lesson 03- Modelling a Shed Procedurally- Base
Lesson 04- Modelling a Shed Procedurally- Planks
Lesson 05- Modelling a Shed Procedurally- Base Support Beams
Lesson 06- Modelling a Shed Procedurally- Roof Support Beams (Part 01)
Lesson 07- Modelling a Shed Procedurally- Roof Support Beams (Part 02)
Lesson 08- Modelling a Shed Procedurally- Roof Support Beams (Part 03)
Lesson 09- Modelling a Shed Procedurally- Roof Base
Lesson 10- Modelling a Shed Procedurally- Roof Panels (Part 01)
Lesson 11- Modelling a Shed Procedurally- Roof Panels (Part 02)
Lesson 12- Clean Up Procedural Build
Lesson 13- Side Panels
Lesson 14- Back Panels
Lesson 15- Final Panel
Lesson 16- Clean Up Procedural Build
Lesson 17- Custom Controller Node (Part 01)
Lesson 18- Custom Controller Node (Part 02)
Chapter 2 - Building a Little Ghost
Lesson 01- Adding an Image to the Scene View
Lesson 02- Creating the Body (Approach A)
Lesson 03- Creating the Body (Approach B)
Lesson 04- Creating the Eyes
Lesson 05- Creating the Mouth (Approach A)
Lesson 06- Creating the Mouth (Approach B)
Lesson 07- Creating the Mouth (Approach C)
Lesson 08- Creating the Cutting Planes (Approach A)
Lesson 09- Creating the Cutting Planes (Approach B)
Lesson 10- Creating the Cutting Planes (Approach C)
Lesson 11- Booleaning Our Ghost
Lesson 12- Retopology
Lesson 13- What Are Volumes
Lesson 14- Volume Modeling (Part 01)
Lesson 15- Volume Modeling (Part 02)
Lesson 16- Volume Modeling (Part 03)
Lesson 17- File Caching
Chapter 3 - Animating the Little Ghost
Lesson 01- Object Merge
Lesson 02- Keyframe Animating
Lesson 03- MotionFX (Part 01)
Lesson 04- MotionFX (Part 02)
Lesson 05- File Caching a Sequence
Chapter 4 - Creating UVs
Lesson 01- What Are UVs
Lesson 02- Creating UV's for Our Ghost (Part 01)
Lesson 03- Creating UV's for Our Ghost (Part 02)
Lesson 04- Creating UV's for Our Ghost (Part 03)
Lesson 05- Creating UV's for the Shed
Lesson 06- Creating the Cyc
Chapter 5 - Solaris
Lesson 01- What is Solaris
Lesson 02- Geometry in Solaris
Lesson 03- Cameras Setup
Lesson 04- Materials in Solaris
Lesson 05 Creating the Ghost Material (Part 01)
Lesson 06- Creating the Ghost Material (Part 02)
Lesson 07- Creating the Cyc Material
Lesson 08- Creating the Shed Material (Part 01)
Lesson 09- Creating the Shed Material (Part 02)
Lesson 10- Creating Lights (Part 01)
Lesson 11- Creating Lights (Part 02)
Lesson 12- Lighting Our Scene
Lesson 13- Last Minute Material Tweaks
Lesson 14- Karma CPU Intro
Lesson 15- Karma XPU Intro
Lesson 16- Render Geometry Settings
Lesson 17- Depth of Field
Lesson 18- Motion Blur
Lesson 19- Rendering AOVs
Lesson 20- Actually Finally Rendering
SECTION 4 - PARTICLE SIMULATION
ASSETS
Chapter 01- What is a POP Simulation - Lesson 01- A Quick Overview
Lesson 02- The DOP Network Node
Lesson 03- The POP Object
Lesson 04- The POP Source
Lesson 05- The POP Solver
Lesson 06- POP Effectors
Lesson 07- Collisions
Chapter 2 - Creating Snow
Lesson 01- Creating Our Source
Lesson 02- Setting Up the Simulation
Lesson 03- Setting Up Collisions
Lesson 04- Adding POP Affectors (Part 01)
Lesson 05- Adding POP Affectors (Part 02)
Lesson 06- Adding POP Affectors (Part 03)
Lesson 07- Creating a Pscale
Lesson 08- Randomizing the Pscale
Lesson 09- The ID Attribute
Lesson 10- The Mass Attribute
Lesson 11- Rendering in Solaris (Part 01)
Lesson 12- Rendering in Solaris (Part 02)
Lesson 13- Tweaking Our Scene
Lesson 14- COPs
Chapter 3 - Creating Rain
Lesson 01- Creating the Source and Sim
Lesson 02- The DOP Import Fields Node
Lesson 03- Building a Vizualizer for the Rain
Lesson 04- Adding Turbulence
Lesson 05- Creating Splashes
Lesson 06- Setting the PScale (Part 01)
Lesson 07- Setting the PScale (Part 02)
Lesson 08- Setting the PScale (Part 03)
Lesson 09- Prepping in Karma
Lesson 10- Final Tweaks
Chapter 4 - Baby Thanos Snap
Lesson 01- Mixamo
Lesson 02- Importing FBX Characters
Lesson 03- Scattering Our Source Points
Lesson 04- Setting Up the Growth Group
Lesson 05- Growth Sim Setup (Part 01)
Lesson 06- Growth Sim Setup (Part 02)
Lesson 07- Copying Growth to the Animation
Lesson 08- MOPs Growth
Lesson 09- Eroding the Character
Lesson 10- Setting Up the Sim
Lesson 11- Refining the Source Particles
Lesson 12- Setting the PScale and Color
Lesson 13- Creating the Cyc
Lesson 14- Animating Our Camera
Lesson 15- Creating Materials for the Particles
Lesson 16- Intro to Copernicus
Lesson 17- Scene Review
Lesson 18- Hextiling and Triplanar Mapping
Lesson 19- Lighting and Last Looks
Lesson 20- Making Tweaks for Our Final Render (Part 01)
Lesson 21- Making Tweaks for Our Final Render (Part 02)
SECTION 5 - Rigid Body Simulation
Section 5 - ASSETS
Chapter 01 - Lesson 01- Resetting the Palate
Chapter 01- Lesson 02- Building an RBD Sim
Chapter 01- Lesson 03- Simulating Multiple Objects
Chapter 01- Lesson 04- Creating Voronoi Fracture (Approach A)
Chapter 01-Lesson 05- Creating Voronoi Fracture (Approach B)
Chapter 01- Lesson 06- Adding Custom Fracture Points
Chapter 01- Lesson 07- Packed Fragments
Chapter 01- Lesson 08- Identifying Connectivity
Chapter 01- Lesson 09- The Boolean Fracture (Part 01)
Chapter 01- Lesson 10- The Boolean Fracture (Part 02)
Chapter 01- Lesson 10.5- The Meta Import Node
Chapter 01- Lesson 11- The RBD Material Fracture (Part 01)
Chapter 01- Lesson 12- The RBD Material Fracture (Part 02)
Chapter 01- Lesson 13- Creating Our First Constraints
Chapter 01- Lesson 14- Different Types of Constraints
Chapter 01- Lesson 15- A Faster Way to Create Constraints
Chapter 01- Lesson 16- Switching Constraints
Chapter 01- Lesson 17- Issues from Duplicate Names
Chapter 02- Cannon Wall
Lesson 01- Creating the Wall (Part 01)
Lesson 02- Creating the Wall (Part 02)
Lesson 03- Creating the Cannon
Lesson 04- Launching the Cannon Ball
Lesson 05- POP Affectors
Lesson 06- Creating the Constraints
Lesson 07- Custom Constraint Deletion
Lesson 08- Rapid Fire Emission (Part 01)
Lesson 09- Rapid Fire Emission (Part 02)
Lesson 10- Rapid Fire Emission (Part 03)
Lesson 11- Subfracturing Pieces
Lesson 12- Clusters (Part 01)
Lesson 13- Clusters (Part 02)
Lesson 14- Building Constraints (Part 01)
Lesson 15- Building Constraints (Part 02)
Lesson 16- Building Constraints (Part 03)
Lesson 17- Creating the Constraint Properties
Lesson 18- Building the DOP Network
Lesson 19- Building a Cannon Array
Lesson 20- Collision Padding (6:13)
Lesson 21- Building the Final Sim (11:40)
Lesson 22- Karma Setup and Tips (Part 01) (20:32)
Lesson 23- Karma Setup and Tips (Part 02) (18:35)
Chapter 3 - SOP Bullet Solver
Lesson 01 - Intro to the SOP Bullet Solver (Part 01)
Lesson 02 - Intro to the SOP Bullet Solver (Part 02)
Lesson 03 - Intro to the SOP Bullet Solver (Part 03)
Lesson 04 - Intro to the SOP Bullet Solver (Part 04)
Lesson 05 - Intro to the SOP Bullet Solver (Part 05)
Lesson 06 - Intro to the SOP Bullet Solver (Part 06)
Chapter 04 - Batman vs Bat Man
Lesson 01- Setting Up Our Scene
Lesson 02 - Fracturing Our Statue (Part 01)
Lesson 03 - Fracturing Our Statue (Part 02)
Lesson 04 - Creating UVs for the Internal Geometry
Lesson 05 - Seting Up the Constraints and Solver
Lesson 06 - Seting Up the Constraints and Solver
Lesson 07 - The RBD Configure Node (Part 01)
Lesson 08 - The RBD Configure Node (Part 02)
Lesson 09 - Fracturing and Simulating the Bat (Part 01)
Lesson 10 - Fracturing and Simulating the Bat (Part 02)
Lesson 11 - Fracturing and Simulating the Bat (Part 03)
Lesson 12 - Fracturing and Simulating the Bat (Part 04)
Lesson 13 - Fracturing and Simulating the Bat (Part 05)
Lesson 14 - Transforming Pieces
Lesson 15 - Intro to Wedging (Part 01)
Lesson 16 - Intro to Wedging (Part 02)
Lesson 17 - Wedging Setup for Our Statue Sim
Lesson 18 - Final Tweaks and Caching Our Collision Geo (Pt 01)
Lesson 19 - Final Tweaks and Caching Our Collision Geo (Pt 02)
Lesson 20 - Final Tweaks and Caching Our Collision Geo (Pt 03)
Lesson 21 - Tweaks and Rendering (Part 01)
Lesson 22 - Tweaks and Rendering (Part 02)
Lesson 23 - Tweaks and Rendering (Part 03)
SECTION 6 - Pryo Simulation
Section 6 - Chapter 1 - ASSETS
Lesson 01- Welcome to Pyro
Lesson 02- Houdini Volumes vs VDBs
Lesson 03- Fog Volumes vs SDFs
Lesson 04- Resolution of Your Volume
Lesson 05- What Are Fields (Density)
Lesson 06- What Are Fields (Temperature)
Lesson 07- What Are Fields (Velocity)
Lesson 08- What Are Fields (Flame)
Lesson 09- What Are Fields (Divergence)
Lesson 10- What Are Fields (Collision and CollisionVel)
Lesson 11- What Are Fields (Sink and Pump)
Lesson 12- What Are Fields (Source Field vs Target Field)
Lesson 13- Sourcing
Lesson 14- Volume Rasterization
Lesson 15- Creating a DOP Setup
Lesson 16- The Volume Source
Lesson 17- Adding Temperature
Lesson 18- Affecting the Temperature
Lesson 19- Micro Solvers
Lesson 20- Creating an Interesting Source (Part 01)
Lesson 21- Creating an Interesting Source (Part 02)
Lesson 22- Sparse Solving
Lesson 23- Collision (Part 01)
Lesson 24- Collision (Part 02)
Lesson 25- Collision (Part 03)
Lesson 26- Fetching and Caching Our Smoke
Lesson 27- Shading Our Smoke in Karma
Chapter 02- Smokey Dancer
Lesson 01- Setting Up the Particle Source
Lesson 02- The Volume Rasterize Attributes (Part 01)
Lesson 03- The Volume Rasterize Attributes (Part 02)
Lesson 04- The SOP Pyro Solver (Part 01)
Lesson 05- The SOP Pyro Solver (Part 02)
Lesson 06- The SOP Pyro Solver (Part 03)
Lesson 07- The SOP Pyro Solver (Part 04)
Lesson 08- The SOP Pyro Solver (Part 05)
Lesson 09- The SOP Pyro Solver (Part 06)
Lesson 10- The SOP Pyro Solver (Part 07)
Lesson 11- Building the Smokey Dancer- Sourcing
Lesson 12- Building the Smokey Dancer- Sim Setup (Part 01)
Lesson 13- Building the Smokey Dancer- Sim Setup (Part 02)
Lesson 14- Building the Smokey Dancer- Sim Setup (Part 03)
Lesson 15- Building the Smokey Dancer- Sim Setup (Part 04)
Lesson 16- Building the Smokey Dancer- Sim Setup (Part 05)
Lesson 17- Karma Rendering (Part 01)
Lesson 18- Karma Rendering (Part 02)
Lesson 19- Karma Rendering (Part 03)
Lesson 20- Final Review
Chapter 03- Statue Debris
Chapter 3 - ASSETS
Lesson 01- Creating a Debris Source (Part 01)
Lesson 02- Creating a Debris Source (Part 02)
Lesson 03- Creating a Debris Source (Part 03)
Lesson 04- Creating a Debris Source (Part 04)
Lesson 05- Rasterizing the Density
Lesson 06- Setting Up Collisions
Lesson 07- Removing Source Stepping
Lesson 08- Shaping Our Sim (Part 01)
Lesson 09- Shaping Our Sim (Part 02)
Lesson 10- Shaping Our Sim (Part 03)
Lesson 11- Karma Setup
Lesson 12- The Clone Control Panel
Lesson 13- Advect Particles By Volume (Part 01)
Lesson 14- Advect Particles By Volume (Part 02)
Lesson 15- Advect Particles By Volume (Part 03)
Lesson 16- Final Review
Chapter 04- Flames
Chapter 4 - ASSETS
Lesson 01- Creating a Pyro Source (Approach A)
Lesson 02- Creating a Pyro Source (Approach B)
Lesson 03- Creating a Pyro Source (Approach C)
Lesson 04- The Pyro Source Spread
Lesson 05- Rasterizing and Pscale Falloff
Lesson 06- Adding a Second Temperature
Lesson 07- Simulating the Flame (Part 01)
Lesson 08- Simulating the Flame (Part 02)
Lesson 09- Pyro Bake Volume
Lesson 10- Karma Setup
Lesson 11- The Scatter Field
Lesson 12- Speeding Up the Process
Lesson 13- Final Review
SECTION 7 - FLIP - PAINT TUBE
Section 7 - ASSETS
Lesson 01- What is FLIP
Lesson 02- Creating a FLIP Source
Lesson 03- The FLIP Source Node
Lesson 04- Building Our Scene
Lesson 05- The FLIP Object- Part 01
Lesson 06- The FLIP Object- Part 02
Lesson 07- The FLIP Solver- Part 01
Lesson 08- The FLIP Solver- Part 02
Lesson 09- Set Up Collision and Bounds
Lesson 10- Setting Up Our Source
Lesson 11- Adding Stickiness and Friction
Lesson 12- Reseeding and Its Effect on Volume Preservation
Lesson 13- Adding Velocity Breakup
Lesson 14- Compressing Your Sim
Lesson 15- Checkpoints
Lesson 16- Final Tweaks Before Caching
Lesson 17- Meshing Our Sim
Lesson 18- Building the Rest of Our Geometry
Lesson 19- Solaris Setup
Lesson 20- Upresing the Sim
Lesson 21- Meshing A Much Larger Sim
Lesson 22- Final Review
Chapter 2 - Donut Glaze
Chapter 2 - ASSETS
Lesson 01- Create Our Donut And Camera
Lesson 02- Create Our Conveyorbelt
Lesson 03- Making A Looping Animation- Conveyorbelt
Lesson 05- Setting Up The Sim And Source- Part 01
Lesson 04- Making A Looping Animation - Donut
Lesson 06- Setting Up The Sim And Source- Part 02
Lesson 07- What Is Viscosity
Lesson 08- Applying Viscosity
Lesson 09- The Rest Attribute
Lesson 10- The Rest2 Attribute
Lesson 11- Reseeding
Lesson 12- Final Pre-Render Setup
Lesson 13- Render Review
Chapter 3 - Dunk Tank
Chapter 3 - ASSETS
Lesson 01- Intro to SOP Tools
Lesson 02- The FLIP Container
Lesson 03- The FLIP Boundary
Lesson 04- The FLIP Collide
Lesson 05- The FLIP Solver
Lesson 06- Modeling the Scene
Lesson 07- Creating the Sim
Lesson 08- Meshing the Sm
Lesson 09- The Lazy Mans Whitewater- Part 01
Lesson 10- The Lazy Mans Whitewater- Part 02
Lesson 11- The Whitewater Source
Lesson 12- The Whitewater Solver- Part01
Lesson 13- The Whitewater Solver- Part 02
Lesson 14- Whitewater Post Process- Sop Setup
Lesson 15- Whitewater- Lop Setup
Lesson 16- Adding An Interior Volume
Lesson 17- Final Render Review
SECTION 8 - VELLUM SIMULATION
Lesson 01- What is Vellum (4:37)
Lesson 02- Exploring Distance and Bend Constraints (10:54)
Lesson 03- Creating Our First DOP Vellum Solver (13:59)
Lesson 04- Combining Constraints (8:33)
Lesson 05- Tetrahedral Softbodies and Vellum Configure Setups (4:50)
Lesson 06- Substeps and Constraint Iterations (5:42)
Lesson 07- The SOP Vellum Solver (9:17)
Lesson 08- The Post Process (13:53)
Chapter 2 - Fat & Cloth
ASSETS
Lesson 01- Creating the Cape (18:25)
Lesson 02- Pinning Our Cape (8:58)
Lesson 03- Mass Thickness and Rest Length (14:10)
Lesson 04- Creating the Initial Frame (6:14)
Lesson 05- Using the Vellum Brush (9:03)
Lesson 06- Simming the Cape (16:16)
Lesson 07- Simming the Fat (22:51)
Lesson 08- Final Review (2:33)
Chapter 3 - Human Balloon
Assets
Lesson 01- Setting Up the Scene (7:55)
Lesson 02- Simming Steamboat Willie (Part 01) (12:55)
Lesson 03- Simming Steamboat Willie (Part 02) (16:34)
Lesson 04- Pre-Frame Simulation Setup (11:52)
Lesson 05- Building a Balloon (17:38)
Lesson 06- Creating the String (Part 01) (12:45)
Lesson 07- Creating the String (Part 02) (13:24)
Lesson 08- Dynamically Changing Constraints (Part 01) (12:30)
Lesson 09- Dynamically Changing Constraints (Part 02) (12:28)
Lesson 10- Building a Balloon Scene (7:58)
Lesson 11- Fracturing the Balloon (11:45)
Lesson 12- Constraint Breaking (17:35)
Lesson 13- The Explosive Force of Metaballs (13:12)
Lesson 14- Steamboat Willie Solaris Prep (9:15)
Lesson 15- Review (3:17)
Chapter 4 - Sand Castle Collapse
Chapter 8 - ASSETS
Lesson 01- Setting Up the Scene (3:02)
Lesson 02- Setting Up Grains Manually (12:25)
Lesson 03- The Grain Source Node (5:15)
Lesson 04- Vellum Configure Grains (3:44)
Lesson 05- Setting Up Colliders (6:03)
Lesson 06- Shape Match Constraints (11:18)
Lesson 07- Beach Ball Sim (11:24)
Lesson 08- Breaking Our Shape Match Constraints (10:51)
Lesson 09- Attraction and Repulsion Weight (9:43)
Lesson 10- Glue Constraints (5:32)
Lesson 11- Finishing the Sim (Low Rez)- Part 01 (22:13)
Lesson 12- Finishing the Sim (Low Rez)- Part 02 (4:17)
Lesson 13- Finishing Our High Rez Sim (13:47)
Lesson 14- Hacking a Higher Rez (21:19)
Lesson 15- Final Render Tweaks (12:08)
Chapter 5 - Hair
Chapter 5 - ASSETS
Lesson 01- Building Our Scene (6:16)
Lesson 02- Attribute Painting Our Hair Mask (8:30)
Lesson 03- Creating Guide Hairs (13:23)
Lesson 04- The Guide Groom (14:46)
Lesson 05- Guide Groom Workalong (5:43)
Lesson 06- The Guide Process (15:32)
Lesson 07- Creating a Pin Group and Deforming the Guides (5:31)
Lesson 08- Creating Hair Constraints (11:42)
Lesson 09- Creating Custom Masks (8:45)
Lesson 10- Using Glue Constraints (6:16)
Lesson 11- Creating Our Render Hairs (14:08)
Lesson 12- The Hair Clump and Guide Mask (8:56)
Lesson 13- Applying Our Masks (11:12)
Lesson 14- Optimizing the USD Pipeline- Part 01 (19:49)
Lesson 15- Optimizing the USD Pipeline- Part 02 (9:04)
Lesson 16- Setting Up Our Scene in Karma (10:15)
Lesson 17- Creating Our Hair Material (10:53)
Lesson 18- Using Masks and Uprezing Hair (17:05)
Lesson 19- Final Tweaks (9:24)
Lesson 20- Final Review (1:42)
SECTION 9 - Our First Rig
Lesson 01- Overview (3:08)
Lesson 02- Making Our First Rig (9:20)
Lesson 03- The Skeleton Node and Tweaking Orientation (13:59)
Lesson 04- Capturing Geometry and Building an IK Chain (18:36)
Chapter 1 - ASSETS
Chapter 02 - Building a Kine FX Character Rig
Chapter 2 - ASSETS
Lesson 01- Initial Character Overview (11:03)
Lesson 02- Changing Animations (7:51)
Lesson 03- Building a Rig from Scratch (20:09)
Lesson 04- Orienting Our Joints (14:22)
Lesson 05- Making a Cleaner Skeleton (22:39)
Lesson 06- Capturing Our Geo (10:35)
Lesson 07- Custom Painting the Bone Capture Attribute (11:47)
Lesson 08- MotionClips (15:07)
Lesson 09- Puppeting Animations- (27:57)
Lesson 10- Stabilizing Joints (14:02)
Lesson 11- Attaching Props (5:24)
Lesson 12- Creating a Ragdoll (22:38)
Lesson 13- The Ragdoll Solver (23:34)
Chapter 03- Building an Agent
Chapter 03 - Files
Lesson 01- What is an Agent (4:35)
Lesson 02- Downloading Our Characters and Animations (5:02)
Lesson 03- Initial Character Prep (12:34)
Lesson 04- Creating an Agent Rig (2:58)
Lesson 05- Adding Layers (3:05)
Lesson 06- Adding Animation Clips (9:50)
Lesson 07- Adding Props (9:12)
Lesson 08- Caching Your Agent to Disk (4:03)
Lesson 09- Foot Locking (11:52)
Lesson 10- Clip Properties (5:54)
Lesson 11- Clip Transitions (19:15)
Lesson 12- Collision Geo (8:07)
Lesson 13- Configuring Joints (26:21)
Lesson 14- Building Other Agents (37:00)
Chapter 04- Building the Scene and Crowd
Lesson 01- Building and Animating the Van (8:22)
Lesson 02- Creating the Road (21:17)
Lesson_03_-_The_Crowd_Source_(Audio_Fix) (12:54)
Lesson 04- Adding Multiple Agents (12:18)
Chapter 05- SOP Crowd Tools
Lesson 01- Intro to Crowd Motion Paths (14:24)
Lesson 02- Triggers and Transitions (18:35)
Lesson 03- Terrain Projection and Foot Locking (16:19)
Chapter 06- Crowd Simulation
ASSETS
Lesson 01- Setting Up a Crowd Sim (10:16)
Lesson 02- Popsteering Our Agents (4:16)
Lesson 03- Terrain Projection (3:31)
Lesson 04- Adding Transitions (9:46)
Lesson 05- Adding Our Constraints (10:04)
Lesson 06- Ragdolls (22:16)
Lesson 07- Using the Shelf Tools (5:39)
Lesson 08- Final Tweaks (9:15)
Lesson 09- Karma Setup- Part 01 (8:48)
Lesson 10- Karma Setup- Part 02 (15:03)
Lesson 11- Render Review (1:04)
CONGRATULATIONS
CONGRATULATIONS (1:46)
We have community calls and Podcasts as much as possible.
Hudson Martins / Bespoke FX & FX concept briefs ( CG Supervisor at Axis Studios ) (84:37)
Unreal Engine is Revolutionizing the industry / PostProcessed (83:58)
Advance Disintegration FX | Film FX Webinar with Corbin Mayne (103:20)
Houdini for Games in Unreal Engine - Webinar with Grayson Cotrell
We Re-Created the Bubble Bomb from SOLO | Webinar
Free Houdini Tutorial - Pull Function Masterclass from FILMFX with Corbin Mayne
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We do talks at Events around the world as well!
Art Directing Explosions _ Urban Bradesko _ SIGGRAPH HIVE 2023 (53:46)
Axiom for Games and Cinematics _ Urban Bradesko _ GDC HIVE 2023 (24:11)
Disintegration Setups | Explosion Emitters | DoubleJump Academy | FMX HIVE 2024 (48:32)
FMX 2024 - Explosion Emitter & Building Natural and Controllable Decay Maps // Urban & Corbin
Urban 'The Explosion Guy ' - Pocast with Bad Decisions
Lesson 02- Houdini Volumes vs VDBs
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