Achieve Unparalleled Control and Efficiency in Character FX
In the world of Visual Effects, precision and efficiency are key when crafting realistic character movements and muscle simulations. "Mastering Houdini Muscles: A Studio Level VFX Workflow" offers a comprehensive, step-by-step guide for creating robust muscle simulation systems tailored for complex VFX projects. This course is not just about building impressive muscle rigs; it’s about establishing a foundation that supports scalability, flexibility, and performance in any production pipeline.
While other training series make the mistake of teaching a slow, high-resolution asset, we're going to make most of our time using simpler mesh for faster iteration and emphasizing iterative and procedural methods.
By the end of the course, you’ll have a reusable, scalable muscle simulation pipeline that can be adapted to any character, any shot, and any studio environment. Whether you need to create intricate deformations for a short shot or build a versatile character setup that’s used across multiple sequences, the tools and techniques taught in this series will become your go-to solutions for Character Effects needs. All inside Houdini.
Pre-Recorded
33 Hours
Intermediate to Advanced
Basic/Intermediate Knowledge of Houdini and experience with CFX
Learn Fundamental Concepts of Muscle Simulation as well as the various solutions available in VFX and Tech.
Learn Industry secrets to easily move skeletal-muscle systems between characters and procedurally solve mesh intersections.
We'll compare the advantages, disadvantages, and learn the situations where we can leverage Franken-Muscles in characters as well as when we should use Multi-Muscles..
Automate what was once a tedious human process—creating preroll for simulations. With these techniques, you’ll be able to generate and adjust Preroll using intuitive sliders bypassing the need for an Artist to hand-animate and repeatedly adjust scenes.
Neutralize and Restore Locomotion and Scale
Super Speed and Super Strength are common with Muscle Projects, but Houdini doesn't like unrealistic movements and speeds. We'll learn strategies to control muscle simulations that require movement too far and too fast across distance during shots. We'll also learn how to debug and reinject our removed locomotion back into our Animation.
Harness the power of Task Operators to create a One click multiphase simulation workflow that outputs logging data and User notification for each part of the process.
Create your own Render Farm and learn how to set up, monitor, submit jobs, and delegate your simulations to as many computers as you have available.
Control where and when your simulation starts to easily skip problematic situations in long shots. Procedurally calculate Blendmaps to simulate only the desired areas of your Asset.
We'll cover general Houdini Tips and Tricks, Python, Vex, HScript, Parameters, and UI Design.
You'll begin your Muscle Adventure with a snapshot of how muscle systems are used at a professional level in Visual Effects and Video Games. We'll examine the various solutions available to Artists and discuss the pros and cons of each. Next, we'll take a look at both simple and complex examples to break down the overlapping features you can utilize in your own projects. We'll learn the basics of behavior and properties applied to simple shapes so planning and debugging complex ones are easier in the future. This chapter will be an important catalyst to understanding the advanced workflows and concepts covered in later chapters.
This will be our first hands-on experience crafting an efficient workflow for reusing attributes, weight maps, and parameters. In addition to learning industry methods to reconform skeletal muscle systems between characters, we'll also learn how to transfer all the data associated with bones, muscles, tissue, and skin as well. We'll accomplish this by creating a baseCharacter where we can inherit from and distribute data to all of our other Assets. Next, we'll examine proven methods to isolate regions for testing and optimize specific areas of your characters during simulation. Lastly, one of the most important skills we'll master is procedurally solving intersections of meshes after the reconform process. This automatic process avoids countless manual Artist hours of adjusting mesh needed to provide a proper simulation.
One of the most valuable part in this training series discusses Automatic Pre Roll Generation. For years this has been a Manual Human process. We're going to discover how we can procedurally generate and adjust this with simple sliders. In addition to learning how to retarget animation from differently proportioned characters to any asset, we're going to learn how to start our simulation from any part of the animation using the Automatically Computed Best Rest Pose, Ramp up, and Pre-Animation Momentum. This means if you have a shot that's 2000 frames long, you can now start at any point and choose where, how, and what body parts to blend in your simulation throughout the whole shot. We'll also discuss Neutralizing and Restoring Locomotion to fix Super-Hero-like movement that moves too far and too fast over the course of our timeline. The best part is this network can be used for Cloth, Hair, or any of your Character Effects needs.
In the climax of this series We'll set up an efficient, reusable pipeline including large networks with multiple file checkpoints so you can easily jump in at any point along the way. We're going to look at the advantages and situations where we can leverage Franken-Muscles and Multi-Muscle setups and create a switch so we can easily blend between them. We're going to discuss how we can use only the mesh surface of our asset to procedurally generate the Tissue and Skin volumes underneath and learn efficient ways to store data so we can easily change topology or point count order any time we like. We'll learn all about tuning muscle behavior: How to flex, inflate, and jiggle exactly the way we want. Then we'll discuss how we can procedurally create masks to blend our simulation back onto only specific parts of our character. Then We'll dive into topics that bring this workflow from Independent Artist to Studio level. We'll cover SubNets, Automated TOPNetworks, FileCaching, Wedging, and Logging with User notification. Lastly, we'll look at Optimizing our Simulation Speed by integrating Deadline Renderfarm submission and support to take advantage of all the computing power at our fingertips. We'll look at solutions to possible problems, pitfalls, and errors so you don't have to waste time solving them yourself.
While this training series primarily focuses on muscle simulation, we're going to cover foundational Houdini knowledge and concepts useful to Everyone. This is a valuable introduction series to programming and tooling in Houdini covering Python, Vex, VOPs, HScript, and UI Design. At the end of this training series, you'll be able to simulate any Animation from any Part of the Animation with the Click of a Button.
A perfect starting point to explore advanced muscle simulation with Houdini.
Watch the trailer to learn how this 5-hour introductory course sets the foundation for a powerful muscle simulation pipeline.
You can start with the affordable Mastering Houdini Muscles 101 course. When you're ready, unlock access to the complete Studio-Level VFX Workflow with the dedicated Bundle—ensuring you pay only for what you need, when you need it.
Expand Your Muscle Simulation Knowledge with Maya & Ziva Dynamics.
As part of this training series, gain access to the complete Mastering Ziva Dynamics course—FREE OF CHARGE. This comprehensive course dives into muscle simulation from a Maya perspective and equips you with essential skills for building tools and user interfaces using Python.
Bone Rig Mechanics
Topology Transfer techniques with Wrap3D
Whether you’re a Maya user or want to broaden your simulation knowledge, this bonus course offers universal concepts and workflows that elevate your expertise.
Noah Schnapp is a seasoned Rigging Technical Director and Tool Developer with a track record of success at some of the biggest studios in the industry, including Sony Santa Monica, ScanlineVFX, and Zoic Studios. His work spans major projects like Black Panther, Guardians of the Galaxy Vol. II, and The Justice League.
Known for his ability to streamline production processes and optimize Rigging and Character FX workflows, Noah brings a wealth of knowledge and practical solutions to this course. He’s passionate about empowering artists to work faster, smarter, and with more creative control.
Learn from industry leaders and professionals with in-depth knowledge, proven methods, and real-world experience.
Engage with instructors via messaging or Discord for direct feedback and support.
Courses are organized into easy-to-follow chapters and lessons, making learning smooth and efficient. Take notes and mark key moments directly on the video player for quick reference.
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Is there a certification upon completion?
While CGCircuit does not provide formal certification, you will gain invaluable skills recognized across the industry. Many artists have advanced their portfolios and careers after completing similar courses.
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Absolutely! You can reach out to us through our dedicated form to receive any platform-related support or ask the author any questions about the course materials by clicking on "Message Creator" on the course page. Feel free to connect and message Noah on LinkedIn.
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