Houdini 101: Setting up Camera Animations & Multiple Cameras - Part 5

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  • เผยแพร่เมื่อ 5 ก.ย. 2024

ความคิดเห็น • 16

  • @jbrashfx
    @jbrashfx  2 ปีที่แล้ว +1

    What would you find helpful to learn?

    • @JonasJCom
      @JonasJCom ปีที่แล้ว +1

      I think the more advanced camera stuff would be cool to see to like the circular motion you talked about in this video.

    • @yabadub
      @yabadub 11 หลายเดือนก่อน

      I second that

  • @dougjord7833
    @dougjord7833 2 ปีที่แล้ว +1

    Dude... Thank you so much!
    It is exactly what I've been looking for (multiple camera animation in Houdini) and not only is concise, but extremely didactic.
    So glad I bumped into your channel.
    Keep the good work!

    • @jbrashfx
      @jbrashfx  2 ปีที่แล้ว

      Ayeee thanks Doug! Looking forward to doing a lot more soon

  • @Helios.vfx.
    @Helios.vfx. ปีที่แล้ว +1

    Bro, fucking love you! I'm learning houdini but I always sucked at animation. Never learned it and I always wondered how people made such video transitions and animations. I think this gave me some motivation to keep going. Those F(?) curves looks scarier than all the nodes and VEX in houdini xDDD

  • @RMAFIRE
    @RMAFIRE ปีที่แล้ว +1

    im inspired by this. thank u.😎

  • @121peppermint
    @121peppermint ปีที่แล้ว

    You're so awesome! thanks so much for this tutorial!

  • @AaronWilhite
    @AaronWilhite 2 ปีที่แล้ว +2

    Here before the series goes viral

    • @jbrashfx
      @jbrashfx  2 ปีที่แล้ว

      I am content

  • @Godkiller08
    @Godkiller08 5 หลายเดือนก่อน

    Overall I would highly recommend using rigs for camera animation, like in the real world movie-making. The thing is, as soon as you ease your animations, if the easings between your rotation and your translation are just slightly asynchronized , you will have all kind of weird movements and it will be very hard to get them clean.
    That's why it's much better to parent a camera on a Null for rotation and use the camera only for translation with a LooktAt Constraint. That way you can animate rotation and translation separately with different easings while keeping the animation smooth and nice.

  • @dennisbranson7816
    @dennisbranson7816 2 ปีที่แล้ว +1

    Thank you! Can you please do a similar series on Vex when you finish? Maybe to show most common practical ways Vex used for in daily work? Like what is included in that 20% of Vex if 80/20 principle is correct. Good luck!

    • @jbrashfx
      @jbrashfx  2 ปีที่แล้ว +1

      I would love to do something like this eventually. I'm not comfortable enough with vex currently to feel like I could actually do it efficiently at the moment, but as I learn I'll for sure do a similar thing where I break down some of the more practical things to get people up to speed

    • @Helios.vfx.
      @Helios.vfx. ปีที่แล้ว

      Vex mostly nearest point from A and B point, create rand values, rand pscale, create attributes so on so forth. I suggest you "Joy Of Vex" it'll break it down for you

  • @alvin3171997
    @alvin3171997 ปีที่แล้ว +1

    Fantastic tutorial!
    In your opinion, should one do animation in Houdini or c4d us still better for this job overall?

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      I think it boils down to where you’re comfortable. If you don’t dislike the Houdini workflow, I think they have the same cinematic capabilities. I think the main reason people will do sims in Houdini and export to c4d is just because they don’t like the node workflow a lot