Houdini Tutorial | Blooming Flowers | Model, Rig, and Animate | Part 1
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This is the first part in a tutorial series that will go through creating procedural flower blossoming animations in Houdini. In this part, we go through some basics of procedural modeling and KineFX to create a single flower petal with a rig that allows the user to shape and animate between a “bud pose“ and a “bloom pose“. I attempted to keep this relatively beginner friendly, and if you treat the VEX wrangles as black boxes, everything else should be easy enough to follow.
In the next parts of this series, we will make a phyllotaxis point generator to copy the petals onto, create a system for blending multiple skeletons based on a growth attribute, create procedural animation curves, and simulate the flower in Vellum. At some point throughout the series, we’ll talk about using this procedural setup to model a flower and its growth animation base
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